Final Fantasy Hacktics

Projects => Completed Mods => Topic started by: Windows X on December 11, 2017, 04:33:54 am

Title: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on December 11, 2017, 04:33:54 am
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FFT: WOTL - Valeria 2.4 "Ivalice Remastered"



It's been a while since the last successful update of Final Fantasy Tactics Valeria 1.5 releases. There's a big re-balance and improvements applied from years of research and playthroughs and I'm glad to hear you guys love it.

Now it's finally time to step up for the big game changer after making solid foundation of Valeria re-balance and improvements. This project will finally reach to a new pinnacle of Final Fantasy Tactics re-balance.

I thought I'd mod this game for the sake of no grind run at first. But I ended up doing a complete vanilla re-balance patch with adjustments based on Tactics Ogre and Tactics series released thereafter.

The goal of this mod is to breath new life to Vanilla gameplay with new mechanics and gameplay design. This Valeria mod will make the game more enjoyable without imposing difficulty.

I recommend to enjoy Valeria mod without excessive grinding. You can reliably beat boss battles with lower level though it maybe more challenging without cheesy tactics due to removal of some broken abilities.



>=== Reworked mechanics ===<

In this Valeria mod, I adjusted some battle machanics based on experience with Tactics Ogre and re-balance some items and equipment to be more useful and interesting.

If you're familiar with Tactics Ogre gameplay, you'll find this battle mechanics working in similar manner with some new fresh ideas while staying faithful to vanilla design.



[Re-balance speed multiplier]

Default mage jobs are way too fast, as fast as Squire and Knight and White mage is even faster ruining chance to land spells properly. By reducing speed multiplier to 90-95, they will act after other physical jobs making full use of CT mechanics.

Only White Mage, Orator and Bard will have the same speed as malee jobs. I won't decrease stats on some enemy's jobs so it won't decrease difficulty in gameplay.

I also decreased Speed Growth on Thief and Ninja so it won't have broken speed in late game fights. Thief and Ninja will have swapped speed multiplier for re-balance purposes. They're still faster units but not way too fast.



[Re-balance PA/MA Growth for generic jobs]

Most physical jobs has high PA Growth from 40-48 for basic jobs but generic jobs don't have MA Growth except Mime. So I increased MA Growth for Magic oriented jobs based on half of PA Growth decreased from base 50.

Since maximum MA bonus stats are decreased and some spells are nerfed, higher MA Growth should compensate well. I also increased PA Growth on Black Mage/Time Mage/Summoner by 5 for re-balance purposes.

For physical jobs with PA growth, they'll have MA Growth decreased by half of PA Growth gained from base 50 except some hybrid jobs that won't suffer MA/PA Growth penalty.



[Remove Brave/Faith manipulation]

Some abilities can be too powerful or useless with brave/faith manipulation. So I changed most brave/faith manipulation abilities to PA/MA manipulation instead.

Mystic and Orator's abilities are adjusted to PA/MA manipulation for different uses. This also applies to enemies' abilities. Beowulf's Chicken will temporary inflict Chicken status without lowering Brave for 16 ticks.

I also removed Brave manipulation from Ramza and Reis' abilities too leaving only stats boosting. Bravery Boost and Faith Boost reaction abilities are also removed from Bard/Dancer.



[Re-balance healing mechanics]

Cure's healing formula used to scale with 14/20/30/40 but the increment of healing factor with faith and MA makes cure spells being far from reliable with low MA/faith so using in low MA job makes cure hardly useful.

Since all other HP restoration abilities are percentage based, I decided to change healing formula into faith-based percentage based at 35/50/65/100% with Regen status added.

Aside from percentage healing and regen status added, Cure spell will heal a single target and Curaja will heal with wider effect range similar to black magic's spells too.

In other words, you'll get more reliable Cure spells without MA in consideration with shorten charge time from 4/5/7/10 to 1/2/4/6 to make it more usable comparing to other healing methods.

Potions will also be adjusted for more balanced gameplay in consideration with Auto-Potion. They will restore HP at 30/80/180 with price 100/400/1200. As level scaling will make potions becoming less useful in over grind run, this change should help a bit.

Though you may find cure spells be less effective at first but their usefulness will improve over time when story progress more. This will make other healing options become more viable like potions and summons.



[Level scaling re-balance]

This is one of the greatest challenge that often works like a double edged sword for me to consider in a long while. When you're over grind, you'll end up with stronger enemies equipping better equipment making the fight much more difficult.

After playing Valeria re-balance from early days until latest releases, I realize the potentials and capabilities of how I should scale the level with re-balance in consideration.

In general, level scaling often comes with manual adjustments and some caused difficulty spike due to adding level increment too much because they didn't consider over grind as options.

In Valeria, level scaling will have reference based on fixed level increment starting from lowest level having random level and scale up accordingly with some rules to keep scaling in moderation.

Units like boss will have 2-3 levels above and Lucavi bosses will have level scaling around 5-8 depending on chapters so difficulty won't raise too much when you over grind. Some end game bosses will have over 10+ level increment as well.

Fortunately in Valeria, bonus HP from equipment has re-balanced applied already so high level units won't gain big bonus on HP like other mods making item spike in level scaling more manageable.

I also added a new ability in Orator job called Weaken that will decrease level so you can use that in case you over grind your team too much. You can also use it on enemies too.



[Monster's ability improvements]

In original game, early monsters will have only 1-2 skills to use and useful abilities require Beastmaster ability to unlock making monster fight a lot easier.

Since Valeria 2.0 update, monsters will get at least 3 and first tier monster will have Beastmaster skill available so only tier 2-3 will need Beastmaster ability to unlock more powerful skill. Monsters will be more challenging with more skills.

Also, monster units always use Counter and that seems to be standard reaction for every monster. While some units can work well with Counter, most of them don't work well with it.

I used to play mods with changed reaction mechanics on monster and I must admit it was interesting but also exhausting. It makes fighting some monsters becoming more annoying than human.

After a lot of experience in Valeria, I decided to finally adopt this challenging mechanics and it seems to improve my enjoyment in fighting monster a lot more and I hope this won't annoy players too much as below.

Chocobo family - Cup of Life
Goblin family - Counter tackle
Bomb family - Critical: Quick
Hydra family - Nature's Wrath
Skeleton family - Soulbind
Ghoul family - Magick Counter
Jura Aevis family - Vigilance
Pig family - Critical: Recover HP
Dryad family - Mana Shield
Wisenkin family - Bonecrusher
Malboro family - Regenerate
Dragon family - Dragonheart

I still leave some of them having basic Counter reaction as it still works well for them. I hope this will help player learning how to use reaction ability better too.



[Introduce proper status infliction mechanics]

In original gameplay of Final Fantasy Tactics, you'll hardly see enemies using status infliction because they need JP to learn and they barely use good ones. Most of the time attacking does better job since chance to inflict status is on smaller side.

We saw how some mods tried to make status infliction becoming more active and it was painful to play. Status infliction changed from contributing factor into core winning factor and many modders avoided such approach to make the game more enjoyable.

In Valeria, status infliction will be used more often. Some basic abilities has status infliction and they're useful without breaking game balance or most of them aren't at annoying level.

We have Mystic and Orator as magical status infliction but we don't have any job doing physical status infliction at all. In Valeria mod, some physical jobs will also have abilities about status infliction with one that won't annoy player too much.

Squire
Bravely Charge (Inflict Chicken)

Knight
Rend Action (Cancel Defending, Charging, and Performing)
Rend Vision (Inflict Blind)
Rend Magick (Inflict Silence)

Ranger
Venom Strike (Attack with chance to inflict Poison status)
Oily Strike (Attack with chance to inflict Oil status)
Leg Shot (Inflict Immobilize)
Arm Shot (Inflict Disable)
Burial (Crystalize Undead)

Huntcraft
Charm (Charm target)
Celestial Stasis (Random stats between Stop/Immobilize/Disable)
Ink (Inflict Blind)
Bewitching Gaze (Inflict Silence)
Doom (Inflict Doom)
Guardian Nymph (Protect buff)
Shell Nymph (Shell buff)


Blind and Silence status will no longer be permanent status but still long enough with 48 ticks so the game won't be too painful to play without status recovery setup. Regen status will have ticks decreased from 36 to 32 too.

Status infliction abilities from Squire/Knight/Ranger jobs uses physical evasion in calculation so equipping shield and cloak can decrease hit rate significantly.

Aside from adding status infliction on physical jobs, I also added status infliction on some magical abilities as below.

-Cure spells will also cast Regen status
-Ifrit spells has chance to inflict Blind status
-Ramuh spells has chance to inflict Silence status
-Shiva spells has chance to inflict Immobilize status
-Titan spells has chance to inflict Confuse status
-Leviathan spells has chance to inflict Stop status
-Salamander spells has chance to inflict Disable status
-Meteor/Odin/Lich has chance to inflict Dead status
-Gravity/Graviga/Gravija has chance to inflict Slow status

Some abilities are least desirable to use due to low hit rate and require zodiac compatibility and faith to make so I also raised hit rate of these abilities a bit more.

White Mage
Reraise (140 -> 200)
Protectja/Shellja (120 -> 240)

Black Mage
Poison (160 -> 200) and inflict 20% damage on hit
Toad ability (120 -> 140)
Doom ability (100 -> 140)

Mystic
Corruption ability (100 -> 120)
Delirium ability (130 -> 150)
Fervor ability (120 -> 140)
Induration ability (120 -> 130)
Invigoration ability (160 -> 170)
Trepidation ability (140 -> 160)

Orator
Entice ability (20 -> 30)
Stall ability (30 -> 40)
Condemn ability (30 -> 40)
Beg ability (90 -> 100)
Insult ability (40 -> 50)
Mimic Darlavon ability (40 -> 50)


Time Mage
Graviga ability (120 -> 140)

Summoner
Carbuncle ability (150 -> 160)
Sylph ability (150 -> 170)

Status infliction abilities from Orator job uses magical evasion in calculation now to compensate with higher hit rate although evasion will be lower than physical one.

Wearing equipment that boosts evasion will help you a lot from status infliction and I hope you'll enjoy more immersive experience with improved status infliction mechanics.



[Remove abilities that break the game balance]

Despite having Brave/Faith manipulation removed from the game, some abilities are still too powerful to use. Here's the list removed abilities for re-balance purposes.

Action
Preach - Orator
Horizontal/Vertical Jump 6-8 - Dragoon

Reaction
Shirahadori - Samurai
Faith Boost - Bard
Bravery Boost - Dancer

Support
Arcane Strength - Black Mage
Attack Boost - Geomancer

Movement
Move +2 - Thief
Jump +2 - Thief
Move +3 - Bard/Dark Knight
Jump +3 - Dancer/Dark Knight

Most of them are reaction and movement abilities that I can't adjust to make it more balanced. Offensive support abilities are also removed so the game won't tilt toward offensive side too much with decreased over all HP.

It's a hard decision to remove many useful abilities I often use but it also made me realized how much more viable other abilities can shine after removing obvious ones out.

Since Valeria 2.0, some abilities are brought back as unique job ability that is unlearnable so you can have more abilities to use on specific jobs giving them better value too.



[Re-balance stats of weapon equipment]

After playing for a while with re-balance mod, I made numerous adjustments to weapons so it'll scale better with gameplay. Some items are better and some are nerfed a bit for re-balance purposes.

Knife equipment will be more useful with extra 10% evasion added and it can work better with Parry skill. Some knife items will get bonus stats to improve unit's efficiency with different setups too.

Staff/Rod/Crossbow/Ninja Blade will get extra 5% evasion bonus so Parry ability will be more useful to have use in more jobs.

Crossbow and Bow will have weapon power scaling over time better according to chapter progression making Ranger becoming more powerful.

Axe has randomized damage with unreliable attack power so I added chance to inflict Slow status on all axe equipment to improve its usefulness. Even if you get poor damage, you still have chance to slow enemies.

Gun doesn't seem to scale pretty well in WOTL release with Balthier's gun doing 144 damage and Stoneshooter doing 256 damage. So I adjusted gun to be more balanced and decrease range from 8 to 6 for average 10x10 map size.

Polearm has standard weapon power similar to sword but it has 2 range with 1.5x damage boost on Jump attack so I decreased weapon power down by 1 except Obelisk and Holy Lance.

Flail provides terrible damage so I changed Flail damage formula to WP^2 so it can provide better damage similar to Gun +2 for stronger close range damage.

Ninja blade is meant to be next tier of knife upgrade for Ninja. Due to the nature of dual wield, its output is too high comparing to sword so I decreased weapon power by 1 for some ninja blades.

Knight's Sword is the most powerful weapon in single player game so dual wield will make break the balance. I removed Dual Wield support for Knight's Sword and add Holy element attribute.



[Re-balance HP/Evasion Rate of equipment]

Weapon Guard has low block rate but shields and cloaks has crazy high block rate during chapter 3-4. Aegis Shield giving 50% magic evasion rate is too powerful with 30% cloak and Reflexes.

Physical evasion can goes up to 40% stacking with 10-30% evasion from class meaning equipping shield will hit really hard and Concentration will be needed to make sure you'll land a hit.

However, most seasoned players will ended up using non-evadable attacks with attack bonus instead and the idea of adding Concentration to render evasion useless benefits player more than AI.

As a result, this re-balance will decrease evasion rate cap down to more reasonable level as below.

Weapon: 60 -> 35 (40 for Defender and Dancer's Cloth)
Shield: 40 -> 30 (40 for non-buyable shields)
Cloak: 40 -> 25 (30 for Invisibility Cloak)
Magic evasion: 50 -> 25

You probably won't notice significant changes during chapter 1 but you won't get to see less than 70% hit rate very often as much as before. Enemies will have Parry more frequently too.

Helmet and Heavy Armor may give more bonus HP in early chapters but bonus HP advantage later fall behind in late game with about the same amount of HP bonus rendering heavy armor useless.

In this re-balance, I'll setup HP bonus cap on buyable equipment as below.

Hat: 100 -> 50
Clothing: 100 -> 70 (80 for Rubber Suit)
Robe: 75 -> 60 (70/50 for Lordly Robe)

Sounds like a massive cap but fear not. Most items scale a lot around chapter 3 so you won't lose a lot of HP bonus until very late. Let's compare stats boosting items here for details.

Headband + Power Garb
Vanilla: 56 + 70 = 126
Re-Balance: 36 + 55 = 81
Loss: 45
Close Helmet + Golden Armor = 70 + 70 = 140

Celebrant's Miter + Wizard's Robe
Vanilla: 64 + 30 = 94
Re-Balance: 40 + 30 = 70
Loss: 24

This way mage units won't suffer much from HP bonus reduction and this will give more reason for Equip Heavy Armor to shine because it's going to give you 220 HP bonus over 80-120 HP from Hat and Clothing.

Since bonus HP is decreased a lot, I also removed offensive support abilities out from the game so player can't taking advantage of offensive tactics against enemies with lowered HP.



[Unlock useful jobs for special characters]

Most special characters join with basic jobs unlocked making them subpar most generic you own before they join. So I changed unlocked jobs to be more appropriate to story progression better.

Ladd: Chemist(6) - He'll be the best henchman as name suggested
Alicia: Monk(4) - Potentially good Samurai candidate without grinding required
Lavian: Thief(4) - Potentially good Thief to steal equipment in some battles if you don't already have one
Mustadio: Geomancer(3) - So he can advance to dual wielding gun sooner
Agrias: Dragoon(3) - Making Iaido Agrias easier to grind and can get Dragonheart too
Luso: Summoner(6) - Making use of Summon will help a lot like Golem
Rapha: Black Mage(8) - Help Marach become a Dark Knight easier
Marach: Knight(8) - Become a Dark Knight faster
Beowulf: Mystic(8) - Mystic Arts is already good but can have higher level
Balthier: Monk(8) - Martial Arts is already good but can have higher level
Reis: Samurai(1) - For Equip Katana and Iaido becoming more viable without grinding
Orlandeau: Dark Knight(1) - He holds Zodiac stone so let's give him some dark side as hidden job here
Cloud: Time Mage(8) - Swiftness will help his meme-tier limit becoming more viable
Meliadoul: Ninja(1) - Dual Wield/Reflexes and higher speed growth job is welcomed to have
Valmafra: Arcanist(1) - She's a new unit who'll join with Orlandeau who can access to Arcane magicks

I've been thinking about changing this for a long before starting version 1.4 development but I wasn't sure that it will match will with story progression and character development. Now I'm certain this will work out for the best after trying generic run.



[Toughened bosses in important fights]

Some bosses can be exploited with status ailments to make battle easier. That's fine but Lucavi bosses shouldn't be affected by negative status like Slow/Immobilize/Disable.

Many fights are easier thanks to Slow ability so you have more time to prepare before getting nuked by bosses. In Valeria mod, those bosses are immune to those status now.

I also buffed up some bosses to be harder to defeat but there's also extra merits as well.

Gaffgarion: Added Safeguard so you can't steal/break his weapon now but you'll get Blood Sword as War Trophy after defeating him
Argath: Added Arcane Defense and wield Chaos Blade now but you can also get Chaos Blade from treasure hunt
Elmdore: Changed Brawler to Concentration but you can get Masamune as War Trophy after defeating his Lucavi form
Dycedarg: Added Safeguard so you can't steal/break his weapon now but you'll get Chirijiraden as War Trophy after defeating his Lucavi form
Zalbagg: One enemy unit will be replaced with Dark Knight but you'll get Defender as War Trophy after defeating Zalbagg in case you miss your chance to steal/poach Defender before
Aliste: Added Arcane Strength so his Iaido will hit harder but you can also steal his equipment and get Genji Glove as War Trophy instead of Genji Armor
Bremont: Added Defense Boost to his Dark Dragon form but you can also get Lordly Robe as War Trophy after defeating him

As this isn't a difficulty mod, I'll buff Argath and Elmdore's defense for story battles and buff Aliste and Bremont's offense for optional battles. You can control guest units you already recruited too.



>=== Reworked jobs ===<

I find many jobs being unbalanced for better or worse especially for Archer with uselessly long Aim and Arithmetician being too over powered with math abuse.

Magicians are as fast as malee units and White Mage is even faster. It was very hard for beginners to land magic spells on enemies without making mistakes because you need to plan and predict everyone's move ahead.

So I decided to revamp some parts of jobs that need some works with some changes and enhancenents while staying vanilla but more fun to play with proper mechanics.

Since Valeria 2.0, Valmafra will also join together with Cid with setup from Brave Story. I believe she's close to Ramza enough from ending scene so I decided to add her into roaster as Delita's proxy.



[Specialized jobs with unique job ability]

Back then when I was playing Wild Arms XF, I found each class being so useful with its unique abilities and you can learn that skill to use on other classes. Chemist with Throw Items is awesome and I wish more jobs can be like that too.

But this game can't add many skills freely so you're stuck with only one each making some abilities seem less useful than others and often ignored. Some jobs are utilized for getting abilities and move on.

The hard part is choosing the right abilities that makes job more interesting to play without breaking the balance between your units and enemies. Enemies will gain benefits too making gameplay even more interesting.

Squire: Beastmaster so weak class can make up better by boosting monster abilities and Axe with some basic abilities reworked for better uses
Specials: They used to share Squire template with different skillset but now they will gain different innate abilities to work better than little extra stats
Chemist: Throw Items/Treasure Hunter so they can walk in dungeon searching for items with other move abilities
Knight: Defend making base use of Parry and Shield with innate Defend ability
Ranger: Reequip for in-game weapon switching improving versatility between Knife/Shield/Crossbow/Bow
White Mage: Defense Boost by using divine protection to decrease physical damage
Black Mage: Arcane Defense being a magic specialist so they can defend with magic barrier
Monk: Brawler increasing capabilities of martial arts techniques
Thief: Poach/Concentration which is very useful skill to have for natural access to Poachers' Den and their attack will always hit
Mystic: Manafont/Ignore Weather improving MP recovery abilities and move on poisonous area without worries
Orator: Tame/Beast Tongue increasing chance to turn the tide by inviting foes to join our cause
Dragoon: Ignore Elevation/Ignore Terrain so they can move more freely on any height
Geomancer: Lifefont/Lavawalking for self regen and they can walk on lava
Samurai: Doublehand/Swim to improve katana damage with both hands right away
Ninja: Dual Wield/Waterwalking to walk on water with ninjutsu
Arcanist: Teleport so they can move to any tile in map with more chance to fail at far distance
Mime: Poach to match with innate Beastmaster skill as a real beastmaster
Onion Knight: Parry/Dual Wield/Doublehand/Reequip to be weapon master
Dark Knight: Vehemence for glass cannon job that trade defense for offense

Some abilities can be learned without JP cost which will allow enemies taking advantage of those abilities more frequently rather than player using those abilities alone.

Reaction: Parry/Regenerate
Movement: Treasure Hunter

These will also increase enemy's evasion rate and surviability after taking damage. If they walk on treasure tile, they have high chance to steal your loot too.

Since Valeria 2.0, jobs unlocked after Knight/Ranger/White Mage/Black Mage will have unique job ability that is unlearnable to use in other jobs as below.

Monk: Brawler
Thief: Concentration
Mystic: Manafont
Orator: Tame
Dragoon: Ignore Elevation
Geomancer: Lifefont
Samurai: Doublehand
Ninja: Dual Wield
Arcanist: Teleport
Mime: Concentration/Brawler
Onion Knight: Dual Wield/Doublehand (After mastered)
Dark Knight: Vehemence

I decided to introduce unique job ability to fix imbalance with certain setups. Some special characters will have some of these unique job abilities too so you could say I buffed specials a bit too.



[Re-balance Squire jobs]

Original Squire abilities are a bit too useless to be used with other jobs in after the first chapter. I decided to re-balance a few abilities in Squire job as below.

Focus: Changed to "First Aid" to apply Regen status to self which can also cure Poison status too.
Rush: Changed damage formula to PA/2 * PA for more reliable damage without triggering reaction ability.
Stone: Changed to "Bravely Charge" that has physical evadable 50% + MA hit rate to inflict Chicken status forcing target to retreat at range 1.

I also added PA Growth a little and decreased MA Multiplier a bit too. Squire job will become more useful through later chapters in this way.



[Re-balance Ramza job progression]

Ramza's Squire job is uber strong and always like that since the beginning of the game. So I locked PA and MA to be the same value as generic Squire in chapter 1. This applied to Delita and Argath too.

Although the fight might be harder with no stats buff but Delita will join with Longsword on first tutorial battle so it should be easy enough to clear for most people. Argath will get Bowgun instead.

After chapter 1, Ramza's Squire job will gradually become stronger over the time based on Delita's scale as a reference. These changes will also apply on Delita and Argath as guest units too.

Squire
HP Multiplier: 100
HP Growth: 11
MP Multiplier: 85
MP Growth: 13
PA Growth: 50
PA Multiplier: 90
MA Growth: 48
MA Multiplier: 80
C-Ev%: 5

Mercenary
HP Multiplier: 110
HP Growth: 10
MP Multiplier: 95
MP Growth: 12
PA Growth: 48
PA Multiplier: 100
MA Growth: 45
MA Multiplier: 90
C-Ev%: 10
Innate abilities: Brawler

Heretic
HP Multiplier: 120
HP Growth: 9
MP Multiplier: 105
MP Growth: 11
PA Growth: 45
PA Multiplier: 110
MA Growth: 42
MA Multiplier: 100
C-Ev%: 15
Innate abilities: Brawler/Doublehand

Ramza's job name will be changed over time as "Squire -> Mercenary -> Heretic". In his final upgrade, he'll have some stats increased comparing to original as below.

HP Growth: 11 -> 9
PA Growth: 50 -> 45
MA Growth: 48 -> 42
C-Ev%: 10 -> 15
Innate abilities: Brawler/Doublehand

Ramza as a Heretic will also a new ability called "Dawnblade" that will deals damage similar to Holy Knight ability with damage factor 4, Range 3, Vertical 3, Vertical Tolerance added, and has chance to inflict Slow status.

This Dawnblade ability is reworked from Shout ability which is broken PA/MA/SP stats boosting ability. As Ramza never has offensive abilities before, this Dawnblade should fit him well based on recent Wars of Visions update.

I believe this will balance out the game play experience better and also give more realistic challenges using starting Squire job without stats bonus making over all game being more enjoyable.



[Revamp Chemist Items abilities]

Chemist in Valeria mod will have innate Treasure Hunter and Equip Gun support ability so you don't have to go all the way to Orator just to get Equip Gun for other jobs.

Gold Needle and Maiden's Kiss are rarely used items in FFT and superceded by Remedy. So I changed them to Protective Charm and Maiden's Blessing for providing Protect and Shell improving Chemist usefulness.

Now your Chemist can provide buffs to a single unit immediately which makes Items being more handy to have. I also added PA Growth and buff MA Multiplier a little so you can keep using Chemist without Growth penalty.



[Rebuild Knight's Rend abilities from stats debuff to status debuff]

Rend Power/Magick/Speed are very popular as they work with dual wield and more preferable than stats debuff through magicks with instant action and can hit twice.

Since my past runs, I often use Rend Speed to slow bosses and make the game easier with dual wielding gun. Now in Valeria 2.0, these abilities are rebuilt into something entirely different as below.

Rend Action: Cancelling Defending, Charging, and Performing status
Rend Vision: Inflicting Blind status
Rend Magick: Inflicting Silence status

They still have weapon's range so you can still combo with Archer for full coverage debuff too. As Rend Action will be used by Knight with sword, 1 range won't be as annoying as Marksman's Stunning Strike.

Please keep in mind that unit with Charging status will not have evasion at all so hit rate is fairly high for Rend Action so it can be very useful to counter Black Mage's powerful magicks.



[Rebuild Archer abilities as Ranger]

People often complain how bad archer is as they can't utilize higher than 3 so most will get some decent abilities and move on. Now archer is back as ranger, stronger than before and be more useful enough not break the game.

Aim will be changed to Precision having the following new abilities with status infliction based on later Tactics series. Original Aim is moved into Machinist's skill set with Aim re-scaling up to +12 with 8 CT.

Venom Strike: Attacking with chance to inflict Poison status
Oily Strike: Attacking with chance to inflict Oil status
Leg Shot: Inflicting Immobilize
Arm Shot: Inflicting Disable
Burial: Crystalizing Undead
Lightning Strike: Attacking with Non-evadable and reaction triggered with WP*SP damage formula

Some new spells are shared with monster abilities and Machinist/Sky Pirate job. Machinist will take take original Aim abilities with reduced CT to work with gun. You can also use Arts of War's skillset for full status coverage.

I also improve Crossbow and bow's weapon damage scaling according to chapter progression so archer will hit harder with stronger weapons now. Ranger can also equip Knife like in Tactics Ogre improving versatility too.



[Re-balance White/Black Mage abilities]

As I explained before about changes in healing mechanics on White Mage, I also made some other adjustments to make these jobs performing better in this re-balance too.

All 4-tier spells will have effect area and vertical adjusted from 1-1/1-2/1-3/2-3 to 0-0/1-1/2-2/3-3 with status infliction in consideration of powerful summon spells added later.

Since Regen will be applied on Cure and Regenerate, ability Regen will not be useful anymore so I changed it to Banish that attacks single target with attack power 16, effect area 0, vertical 0, MP cost 8, CT 3, and JP Cost 300.

I also nerfed Holy spell since some people use it to OHKO some battles. Now it has damage factor decreased (50 -> 34), CT decreased (6 -> 5), and MP cost decreased (56 -> 30).

Holy will hit slightly weaker than Unholy Darkness but have less CT and MP cost to be more efficient. Celebrant's Miter and Luminous Robe will also strengthen Holy too.

Fire/Blizzard/Thunder spells are also upgraded with better scaling for different uses. First tier spell will hit single target and effect area keeps expanding after upgrading to higher tier.

Fire will have damage scaling changed from 14/18/24/32 to 15/19/26/36 with range 0-0/1-1/2-2/3-3. They can be casted faster with CT decreased from 4/5/7/10 to 2/3/5/7 so you can land more powerful spell more frequently.

Fire spells will have chance to inflict Blind status, Thunder spells will have chance to inflict Silence status, and Blizzard spells will have chance to inflict Stop status. Status infliction for Thuder and Blizzard spells are based on Holy Sword skills.

I never need to ever use items to cure Blind/Silence status at all during my gameplay since most story battles won't have chance to inflict one except Blind Knife and Mage Masher so I hope this will make Black Magicks being more useful.



[Re-balance Monk's Martial Art abilities]

Some Monk's abilities are overpower and much more preferable than spells due to instant cast time and its effectiveness. So I added CT and adjust some abilities as below.

Cyclone/Pummel/Aurablast/Shockwave (Increase damage factor by 2)
Doom Fist (Inflict damage from amount of HP loss with CT 5)
Purification (Also cure Oil with CT 4)
Chakra (Added CT 3)
Revive (Decrease hit rate to PA+65% and restore 25% with CT 5)

This way Monk's abilities will still be useful but won't conveniently render white magic spells useless. I also adjusted Doom Fist to be more situational to use in different ways too.



[Rebuild Samurai abilities]

Samurai used to do the same type of damage from Ashura to Chirijiraden with some linear attack and that's so boring to use on top of being inflexible design to focus on MA making Black Mage/Iaido as a broken meta.

Since Valeria 2.0, Samurai's abilities are all rebuilt to become self-sustain magical warrior. Iaido will hit both allies and enemies and damage will scale from both PA and MA stats.

Offensive abilities will provide more types of attack as basic and upgraded version. Supportive abilities will apply to self as below.

-Ashura is changed to perform linear ice elemental attack with effect area 5, damage factor (PA+10)/2 * MA
-Kotetsu is changed to perform dark elemental attack on range 1, effect area 2, vertical 3, damage factor (PA+12)/2 * MA
-Osafune is changed to damage (25+MA) enemy's MP percentage as a single unit with effect area 4
-Murasame is changed to restore 25% of HP with Regen status on self
-Ama-no-Murakumo is changed to perform single target lightning elemental attack on effect area 4, damage factor (PA+18)/2 * MA
-Kiyomori is changed to inflict both Protect/Shell status on self
-Muramasa is changed to damage factor (PA+24)/2 * MA with dark elemental attribute
-Kiku-ichimonji is changed to have damage factor (PA+20)/2 * MA with fire elemental attribute
-Masamune is changed to inflict both Regen/Haste status on self
-Chirijiraden is changed to perform fire elemental single target attack based on weapon range, damage factor (PA+36)/2 * MA

I understand that some of you may not be happy with some changes like robbing Samurai's support roles but please understand that Protect/Shell and Regen/Haste that can apply to whole party immediately is too broken.

After a lot of testing and consideration, I decided to buff his offensive abilities to be more flexible and stronger while nerfing his support is good enough to keep him alive and and powerful.



[Rebuild Arithmetician as Arcanist]

The original Arithmetician is too OP and abusive with other jobs. Looking into its original state, it has terrible stats so most this job can't function by itself.

I decided to rebuild this job anew with lost magic from Lucavi demons and they can learn from story battles as blue mage. However, they still lack some interesting innate to add for their puny stats.

So I decided to rebuild this job based on Arcanist job in Tactics A2 version with poweful monster abilities. In this case, I use Lucavi spells which can be learned on hit with 100% or learn through 1200 JP.

I replaced broken abilities with lost magic from from Lucavi demons. Meltdown/Tornado/Quake can also be learned with 1,200 JP cost or learn on hit.

Gigaflare
Migardsormr
Nanoflare
Flare
Meltdown
Tornado
Quake

Arcanist comes with both Defense Boost Arcane Defense as innate abilities with highest 40 MA Growth but have 125 MA Multiplier for balanced damage output.



[Re-balance Bard/Dancer]

Default Bard/Dancer has a lot of disappointments like very low HP/MP and crappy evasion. It's like they're trying to tell you to not use these jobs more than support units.

So, in order to make these jobs actually useful as fighters, I compared stats to other jobs and try to find optimal niche it can fill in like having strongest physical attack in mage jobs and magical attack on malee jobs.

I boosted HP to only around Ninja and Summoner level with small Evasion boost so they won't break the game balance of other jobs. MP is adjusted with little higher than Mystic for Bard and Samurai for Dancer.

But that's not all, I changed hit rate of some songs and dance too. I boost effective songs and dance a bit to 60-70% and keep broken abilites down to 35-40% so it should be fine and more useful.

They also have additional equippable weapon such as Gun for Bard and Ninja Blade for Dancer. Both jobs can also equip Robe too which I think it should be within balanced area.



[Re-balance Mime job]

Original Mime has a bit too abyssal growth to for growing very strong after a few level ups. I reduced growth rate from monster level down to human level with increased multiplier to compensate as below.

HP Growth (6 -> 7)
HP Multiplier (140 -> 150)
MP Growth (30 -> 12)
MP Multiplier (50 -> 80)
PA Growth (35 -> 38)
PA Multiplier (120 -> 140)
MA Growth (40 -> 38)
MA Multiplier (115 -> 140)
C-Ev% (5 -> 15)

Mime's growth rate is still exceptional comparing to other jobs with big PA/MA Multiplier to compensate for lowered growth rate and no equipment.



[Re-balance Holy Sword skills]

Holy Sword abilities are known as over powered physical move. They're non-evadable, hard hitting with status infliction and no CT at all. The worst part is Orlandeau can hit very hard with these abilities.

In this Valeria mod, I adjusted Holy Sword skills to be usable for Agrias only. Orlandeau will no longer have access to Holy Sword or Crush skills but he can use Aegis/Dispelna/Chant/Holy instead.

Holy Sword abilities will not have Holy attribute and have damage reduction by 1-2 so that it won't be too powerful. Crush abilities also have CT added so that player can prepare to counter better.

-Judgement Blade has decreased damage factor (2 -> 0), Vertical increased (0 -> 1), Vertical Tolerance added
-Cleansing Strike has decreased damage factor (3 -> 2)
-Northswain's Strike has decreased damage factor (2 -> 1)
-Hallowed Bolt has decreased damage factor (4 -> 2) and range decreased also (3 -> 2), Vertical increased (1 -> 2), Vertical Tolerance added
-Divine Ruination has decreased damage factor (5 -> 4)
-Added CT to crush abilities (1 for Helm, 2 for Accessory, 3 for Armor, and 4 for Weapon)

This way player can't freely spam Holy Sword skills and Crush abilities freely without restrictions. Judgement Blade is ranged and multi-hit with 0 JP cost with vertical increased so no damage bonus.



[Re-balance Dark Knight job]

Original Dark Knight job is ridiculously strong with 140 PA Multiplier. Since it takes massive grinding on high PA Growth jobs, its physical damage output ended up being ridiculously high.

So, I removed level 8 jobs requirements making Dark Knight job becoming much easier to unlock. This way it won't have high massive PA Growth to booth and I also adjust stats as below with Vehemence innate ability.

HP Multiplier (80 -> 100)
PA Growth (40 -> 45)
PA Multiplier (140 -> 120)
MA Growth (50 -> 48)
MA Multiplier (80 -> 100)

120 PA Multiplier maybe lower but MA Multiplier is increased instead. Vehemence as an innate ability will boost 1.5x damage output and taken being more glass cannon job but also strongest DPS job so far too.



[Re-balance Onion Knight job]

Onion Knight is designed to be meme tier job since you need to master all other jobs for Onion Knight to have decent stats but still be subpar comparing to other jobs due to abilities restriction and can only level up is eating bacon from Pig.

So, I decided to rework on Onion Knight with same growth rate for both before and after mastering all other jobs and set all stats Multiplier to 100 and boost to 120 after mastered.

HP Growth: 10
MP Growth: 12
Speed Growth: 95
PA Growth: 45
MA Growth: 48
HP/MP/Speed/PA/MA Multiplier: 100 (120 when mastered)

100 Multiplier may sound a bit too powerful with all equipment support but he can't level up normally and has no access to abilities so it's a good trade off from my testing run.

Speaking about abilities, it's a shame that he can't use anything but attack so I decided to give him some special abilities that can be learned without JP cost and use as below.

Ice Breath
Fire Breath
Thunder Breath
Charm
Celestial Stasis

Since he can't gain EXP/JP or assign any ability, I also added remaining slots with abilities from monster which can be useful but not too broken in story battle too.

Choco Esuna
Choco Cure
Goblin Punch
Self-Destruct
Ink
Bewitching Gaze
Doom
Guardian Nymph
Shell Nymph
Almagest
Dark Whisper

Oh. Onion can equip everything right but he can't make use of any weapon properly so I decided to change his innate abilities from buffing to abilities related to equipment as below.

Parry
Reequip
Dual Wield (Mastered)
Doublehand (Mastered)

May sound a bit too powerful to have Dual Wield or Doublehand innately but that's for mastered Onion Knight which is the last unlocked job for being the most powerful one in every area.



>=== Job leveling re-balance ===<

In this Valeria mod, level requirements for basic jobs are decreased by 1 similar to PSX version. This will allow player advancing to new jobs faster building up JP points for important abilities on time.

I also changed job progression path to be more friendly to no grind run and re-arrange job unlocking system to be more proper in my own understanding.



[Re-arrange job progression]

Why does Dragoon job require Thief job to be unlocked? Is it just me that Dragoon job is like Knight-varient? Why does Mystic unlock Orator and not Time Mage when the job itself resembles Taoist who reads the star?

And Time Mage job unlocks Summoner that talks with espers instead of Orator that can talk with Beast and specialize in Speechcraft, not to mention both jobs are superior to Orator in terms of magic.

Time Mage needs massive JP to master so it should be on the same level as Summoner and makes more sense for Mystic job to advance to Time Mage that can call forth Meteor from stars. So I changed job unlock conditions as below.

Dragoon: Knight(2) -> Monk(3)
Geomancer: Ranger(2) -> Thief(3)
Time Mage: White Magic(2) -> Mystic(3)
Summoner: Black Magic(2) -> Orator(3)

Since Monk can unlock Dragoon job directly, you can also proceed to Samurai and Ninja with linear job progression path as below.

Samurai: Knight(3) -> Monk(4) -> Dragoon(3) - No more Ranger(3) -> Thief(4) requirements just to unlock Dragoon
Ninja: Ranger(3) -> Thief(4) -> Geomancer(3) - No more Knight(3) -> Monk(4) requirements just to unlock Geomancer

This way, you can unlock Samurai and Ninja job naturally without putting extra effort as it should be. You can gain access to jobs around the time you get their items without excessive grinding required.

I also changed Dark Knight job's requirements to killing 20 enemies with Knight and Black Mage mastered only. Reaching level 8 jobs for Dragoon, Geomancer, Samurai, and Ninja is not possible without massive grinding.

The reason why Dark Knight is so powerful is due to massive grinding on high PA Growth jobs up to level 8 combined with 140 PA Multiplier. He's ridicolously strong thanks to high base PA. I also re-balanced Dark Knight too.



[Jobs' requirements summary]

Knight: Squire(2)
Ranger: Squire(2)
White Mage: Chemist(2)
Black Mage: Chemist(2)
Monk: Knight(2)
Thief: Ranger(2)
Mystic: White Mage(2)
Orator: Black Mage(2)
Dragoon: Monk(3)
Geomancer: Thief(3)
Time Mage: Mystic(3)
Summoner: Orator(3)
Samurai: Knight(3), Monk(4), Dragoon(3)
Ninja: Ranger(3), Thief(4), Geomancer(3)
Arcanist: White Mage(4), Black Mage(4), Time Mage(4), Summoner(4)
Dancer: Dragoon(3), Geomancer(3)
Bard: Time Mage(3), Summoner(3)
Mime: unlock all jobs except Dark Knight
Dark Knight: Knight(M), Black Mage(M)
Onion Knight: Squire(4), Chemist(4)



>=== Items re-balance ===<

I found some items working differently from Tactics Ogre or some being way too unbalanced crippling main jobs too much so I made some changes to make items being more useful to some jobs.

Items re-balance
-Move/Find items will be rare or better items now
-Potions has HP restoration increased (30/70/150 -> 30/80/180) and price increased (50/200/700 -> 100/400/1200)
-Ethers restore 30/60 MP
-Hi-Ether has priced lowered to 400
-Phoenix Down revives and restores up to 29HP
-Maiden's Kiss is changed to Maiden's Blessing providing Shell status and have price increased (50 -> 100)
-Gold Needle is changed to Protective Charm providing Protect status
-Remedy is buyable since start of chapter 2 and also cure Immobilize and Disable with price decreased (350 -> 250)
-Items with Regen and Reraise status will no longer be permanent

Weapon re-balance
-Knife/Ninja Blade gets extra 10% evasion
-Crossbow weapon power scaling is re-balanced so it'll gradually become stronger
-Bow has weapon power scaling is re-balanced so it'll gradually become stronger according to chapters (0/1/1/2) except multi-player only items
-Gun has weapon range decreased (8 -> 6)
-Axe has chance inflict Slow status on enemy
-Polearm has weapon power decreased by 1 except Obelisk, Holy Lance, and multi-player only items
-Katana has weapon power increased with brave formula in consideration.
-Ninja's throwing shuriken has weapon power increased by 2 with price increased (50/300/1000 -> 100/500/1000)
-Ninja's throwing bomb has weapon power increased by 2 with price increased (250 -> 400)
-Staff/Rod/Crossbow gets extra 5% evasion
-Crossbow/Gun can be used with Dual Wield now
-Cloth has evasion decreased (50 -> 40)
-Knight's Sword can no longer be used with Dual Wield but still work with Doublehand
-Flail has WP^2 formula for better damage scaling

Job equipment re-balance
-Ramza can equip Fellsword (chapter 4)
-Time Mage can equip Rod
-Arcanist can equip Rod/Staff
-Bard can equip Gun
-Dancer can equip Ninja Blade
-Bard and Dancer can equip Robe
-Machinist can equip Knife/Crossbow/Bow
-Skyseer and Netherseer can equip Knife
-Divine Knight can equip Hat
-Dragonkin can equip Clothing
-Sky Pirate can't equip Heavy Armor

Weapon stats re-balance
-Blind Knife/Mage Masher/Platinum Dagger/Assassin's Dagger has weapon power increased by 1
-Platinum Dagger has +1 MA bonus added
-Main Gauche has evasion decreased (40 -> 35)
-Orichalcum Dirk has +1 PA bonus added
-Air Knife has +1 Speed bonus added
-Blood Sword has weapon power increased (8 -> 9)
-Runeblade has evasion decreased (15 -> 10)
-Nagnarok has weapon power increased (1 -> 8) and evasion decreased (50 -> 35), and +1 MA bonus added
-Materia Blade has weapon power increased (10 -> 15), evasion increased (10 -> 25) and +2 PA/MA bonus added
-Defender has block rate decreased (60 -> 40) and has equip Shell status added
-Excalibur has weapon power decreased (21 -> 20), halves Holy damage instead of absorbing, and have equip status removed
-Ragnarok has equip status changed (Shell -> Haste)
-Chaos Blade is changed into Fellsword has weapon power decreased (40 -> 21)
-Knightslayer/Crossbow have weapon power increased by 1
-Poison Bow has weapon power increased (4 -> 6)
-Hunting Bow has weapon power increased (6 -> 8)
-Gastrophetes has bonus +1 MA
-Ice Bow/Lightning Bow/Mythril Bow/Windslash Bow have weapon power increased by 1
-Artemis Bow/Yoichi Bow/Perseus Bow have weapon power increased by 2
-Artemis Bow has +2 MA bonus added
-Yoichi Bow will be equipped on enemy level 45
-Ashura/Kotetsu/Osafune/Murasame/Ama-no-Murakamo has weapon power increased by 1
-Kiyomori/Muramasa/Masamune has weapon power increased by 2
-Kiku-ichimonji has weapon power increased by 3
-Ashura has Ice element attribute
-Kotetsu has Dark element attribute
-Osafune has Earth element attribute
-Kiku-Ichimonji has Fire element attribute
-Kiyomuri has Wind element attribute
-Muramasa has Dark element attribute
-Ama-no-Murakumo has Lightning element attribute
-Masamune has Holy element attribute
-Chirijiraden has Fire element attribute
-Battle Axe has weapon power increased (9 -> 10)
-Giant Axe has weapon power increased (12 -> 14)
-Slasher has weapon power increased (16 -> 20)
-Francisca has weapon power increased (24 -> 26)
-Golden Axe has weapon power increased (30 -> 32)
-Iron Flail has weapon power decreased (9 -> 8)
-Flame Mace has weapon power decreased (11 -> 10)
-Morning Star has weapon power decreased (16 -> 12)
-Scorpion Tail has weapon power decreased (23 -> 16)
-Vesper has weapon power decreased (36 -> 20)
-Javelin II has weapon power decreased (30 -> 20)
-Ninja Longblade/Spellbinder/Sasuke's Blade/Iga Blade has weapon power decreased by 1
-Ras Algethi has weapon power decreased (12 -> 10) and will be equipped on enemy level 35
-Stoneshooter has weapon power decreased (16 -> 12) will change effect to have chance to petrify unit on hit

Shield evasion re-balance
-Round Shield has Block Rate changed from 19/0 to 15/5
-Mythril Shield has Block Rate changed from 22/0 to 18/5
-Golden Shield has Block Rate changed from 25/0 to 20/8
-Ice Shield has Block Rate changed from 28/0 to 22/0 and halves Ice damage
-Flame Shield has Block Rate changed from 31/0 to 24/0 and halves Fire damage
-Aegis Shield has Block Rate changed from 10/50 to 10/25
-Diamond Shield has Block Rate changed from 34/15 to 25/12
-Platinum Shield has Block Rate changed from 37/10 to 27/10
-Crystal Shield has Block Rate changed from 40/15 to 30/15
-Genji Shield has Block Rate changed from 43/0 to 35/0
-Kaiser Shield has Block Rate changed from 46/20 to 37/18
-Venetian Shield has Block Rate changed from 50/25 to 40/20
-Escutcheon II has Block Rate changed from 75/50 to 40/25

Hat's bonus re-balance
-Plume Hat has HP/MP bonus changed from 16/5 to 14/5
-Red Hood has HP/MP bonus changed from 24/8 to 20/8
-Headgear has HP/MP bonus changed from 32/0 to 24/0
-Wizard's Hat has HP/MP bonus changed from 40/12 to 28/12
-Green Beret has HP/MP bonus changed from 48/0 to 32/0
-Headband has HP/MP bonus changed from 56/0 to 36/0
-Celebrant's Miter has HP/MP bonus changed from 64/20 to 40/20 and strengthens Holy element with bonus MA increased (1 -> 2)
-Black Cowl has HP/MP bonus changed from 72/0 to 50/0
-Gold Hairpin has HP/MP bonus changed from 80/50 to 50/50
-Lambent Hat has HP/MP bonus changed from 88/15 to 50/15
-Thief's Cap has HP/MP bonus changed from 100/0 to 50/0 with bonus Speed decreased (2 -> 1), add +1 PA, price lowered to 20,000

Hair Adornment's bonus re-balance
-Cachusha has HP bonus changed from 20 to 30
-Barette has HP bonus changed from 20 to 30

Clothing's bonus re-balance
-Leather Plate has HP/MP bonus changed from 18/0 to 16/0
-Ringmail has HP/MP bonus changed from 24/0 to 20/0
-Mythril Vest has HP/MP bonus changed from 30/0 to 26/0
-Adamant Vest has HP/MP bonus changed from 36/0 to 30/0
-Wizard Clothing has HP/MP bonus changed from 42/15 to 36/15
-Brigardine has HP/MP bonus changed from 50/0 to 42/0
-Jujitsu Gi has HP/MP bonus changed from 60/0 to 50/0 and no longer has PA bonus
-Power Grab has HP/MP bonus changed from 70/0 to 55/0 with bonus PA decreased (2 -> 1)
-Gaia Gear has HP/MP bonus changed from 85/0 to 60/0 and halves Earth damage
-Black Garb has HP/MP bonus changed from 100/0 to 70/0
-Rubber Suit has HP/MP bonus changed from 150/30 to 80/30
-Mirage Vest has HP/MP bonus changed from 120/0 to 70/0 and will be equipped on enemy level 44

Robe's bonus re-balance
-Wizard's Robe has bonus MA decreased (2 -> 1)
-Chameleon Robe halves Holy damage instead of absorbing
-Black Robe has HP/MP bonus changed from 60/30 to 55/40
-Luminous Robe has HP/MP bonus changed from 75/50 to 60/50 and strengthens Holy element
-Lordly Robe has HP/MP bonus changed from 100/80 to 70/50 with bonus PA decreased (2 -> 1)

Accessory's bonus re-balance
-Rubber Boots is changed to Soldier Boots with bonus +1 Move and +1 PA, rare poached item replaced with Winged Boots, price increased (1,500 -> 10,000) and available in the last outfitter
-Hermes Shoes has bonus +1 Move
-Bracer has bonus PA decreased (3 -> 2) and price decreased (50,000 -> 30,000)
-Nu Khai Armband also strengthens Dark element
-Mage's Cloak has Evade Rate changed from 18/18 to 17/17
-Elven Cloak has Evade Rate changed from 25/25 to 20/20
-Vampire Cape has Evade Rate changed from 28/28 to 22/22 and add +1 PA
-Featherweave Cape has Evade Rate changed from 40/30 to 25/25
-Invisibility Cloak has Evade Rate changed from 35/0 to 30/0
-Tynar Rogue has PA/MA bonus decreased (3 -> 2) and equip Haste replaced with +1 Speed



>=== Jobs and abilities re-balance ===<

I find switching to new jobs and have unusable main abilities unacceptable so having some skills that can learn immediately will help a lot. So I'll make basic abilities for each job usable and decrease JP cost for some abilities.

I won't change stats more than necessary like other mods as it might break the original game balance. Some jobs may have significant adjustments but won't go beyond original role to keep vanilla feel.

My changes won't affect game mechanics too much. It's still faithful to original design, just to make sure that it doesn't go overboard. I also add JP Boost with no JP cost required so everyone can learn and equip JP Boost to level their jobs even faster.

Since changes and improvements are too long to be listed in this main thread now, please download full Valeria update from this link below for more details about Valeria Job System.

https://www.mediafire.com/file/vl9y0dfl1p89w6t



>=== Download ===<

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

FFT: WotL - Valeria 2.4 (PSP USA) (https://www.mediafire.com/file/p719tefn60jsazn)
FFT: WotL - Valeria 2.4 (PSP EUR) (https://www.mediafire.com/file/v6onbgecgdpmjzv)


I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)
Title: Re: FFT Valeria (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on December 12, 2017, 07:14:37 am
Version 1.0.1 is now released with some fixes and corrections as below.

-Added Slowdown fix for USA by Nexus and EUR by Eternal
-Crystalization causing game crash is now fixed
-Defend/Counter Tackle innate abilities are added to Delita/Argath too
-Improved Cure/Cura healing efficiently a bit to scale better and reduce Curaga MP cost a little
-Increased Monk's physical attack a little but still nerfed with default's PA Growth
-Reduced Fire/Blizzard/Thunder CT by 1
-Reduced Meteor CT by 5
-Potions will heal at rate 30/70/160

http://www.mediafire.com/file/9r4b2d657ncqj61/FFT+WotL+-+Valeria+1.0.1+(PSP+USA).ppf
http://www.mediafire.com/file/ekfdhimb8mn2miy/FFT+WotL+-+Valeria+1.0.1+(PSP+EUR).ppf

I play my mods for a while and found something like Auto-Potion being too powerful so I reduced it back with respect to original's abilities design and scaling. Cure/Cura are boosted based on +6 +8 +10 similar to damage spells at +4 +6 +8. :)
Title: Re: FFT Valeria (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Nyzer on December 13, 2017, 12:48:40 am
Innate Reactions, in my experience, prevent the player from equipping their OWN learned Reactions. (Possible workaround: no learnable Reactions - they only exist as innates. They might still appear equipped after changing Jobs until entering battle though.)

Allowing weapons with different ranges to be Dual Wielded can result in stuff like swords having gun range. (Possible workaround: remove all Equip Weapon Type abilities, and never allow any Job to equip more than one kind of dual wielding weapon.)
Title: Re: FFT Valeria (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on December 13, 2017, 03:04:30 am
Really? I thought having multiple reactions will randomly allow which one to trigger. I'll test it in details. Maybe I'll change to support and move abilities only. Thank you. :)

Regards,
Keetakawee
Title: Re: FFT Valeria (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on December 13, 2017, 04:45:33 am
You're right. Innate reaction will be enforced during Battle and learn after battle. I'll change to support/move abilities only now. I'll probably need to move some abilities to balance things out a bit.

As for dual wielding gun with Sword for range, I think it's acceptable glitch to exploit as seen in a few games I've played before. They can equip with only Pistol which is a basic gun to gain range instead of two powerful swords. Not that I encourage them to do so though.
Title: Re: FFT Valeria (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on December 14, 2017, 01:53:27 pm
I checked the job's weapon type today and realize that only job with innate dual wield like Ninja can equip stuff like Ninja sword and Flail with gun. Others are Chemist, Orator, and Bard that I added.

Ninja needs Equip Gun support to wield both gun and Ninja blade. Chemist and Orator can equip knife with gun. Bard can't equip instrument with gun. Others can't have both dual wield and equip gun at the same time. I think this is still in safe region enough to add dual wielding pistol, only basic pistol that can do that. :)
Title: Re: FFT Valeria 1.1 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on December 16, 2017, 03:01:35 pm
Hi everyone. It's been a while. I'm so busy with big project I'm working on but now I have some spare time to finish this update with bugs I need to fix and stuff I need to revise and improve.

Let's start with Archer again. After revising Aim to be more balanced and enemies sure use it well with Aim +2/3 on me. However, I find Aim +10/15 charges too long and ridiculous for JP cost to learn.

I checked Final Fantasy Tactics Advance and it looks like Archer over there is OP with cheat abilities. I noticed Arm/Leg shot from Machinist was there too. It looks like we get crippled Archer and Machinist here.

So, to balance things out a little bit. I removed Aim +10/15 and replaced with Arm/Leg shot. I also add Aim abilities up to Aim +5 on Machinist so this job will be more like Archer variant. This applies to Barich and Undead Archer too so be careful.

Next is about innate reacion ability bug. We can't add it so I replaced innate reaction abilities to something else available. I also moved some abilities between jobs to balance things out better.

Some support abilities can be quite and might break the game so it needed to be tested for a while. Fortunately I found it's still within safe region thought it may increase challenges and make things a bit easier sometimes.

Squire: Defend/Beastmaster so they can always defend and enhance beasts
Chemist: Treasure Hunter since Chemist already has Throw Items
Knight: Reequip improving versatility to re-equip weapon depending on situation
White Mage: Arcane Defense increasing surviability against magicks
Black Mage: Arcane Strength making Black Mage becoming more threats
Monk: Lifefont increasing tanking capabilities
Orator: Defense Boost so to work as physical oriented mage job better
Geomancer: Attack Boost/Lavawalking and Geomancer abilities won't hit your friends now
Dragoon: Ignore Elevation so Dragoon can move at any height with his jump
Bard: Faith Boost improving magical efficiency during battle
Dancer: Bravery Boost improving physical efficiency during battle
Mime: Poach to match with innate Beastmaster skill as a real beastmaster
Machinist: Safeguard because machinist always keep things safe

Black mage will hit you a lot harder enough to OHKO some of your units but still manageable. Moving Reequip to Knight was a great decision as he can change elemental weapon without support skill required now, very nice.

Orator now has innate Defense Boost from Mystic so he can keep shooting and taking damage while enticing your foes to support your cause. Equip Guns is moved to Chemist now so you can pick to learn this or Throw Items support.

Next is about improving Squire's abilities. Some people added Tailwind so it won't become too useless but I disagree with this idea. Everyone casting Tailwind will break the game balance literally so leave those talk skills it to Ramza and Luso.

I revised Stone to use PA/2*MA for damage formula with chance to inflict Oil status so mages can cast fire spells for more damage though chance aren't that high but still fun bonus to add.

After adding inflict status with Stone, I also added status infliction on other high level spells like Regen with Curaja, Disable with Firaja, Immobilize with Thunderja, Stop with Blizzaja and some other spells including only enemies ones.

After playing for a while, I feel current version stable and balanced enough so I'm releasing version 1.1 here for both USA/EUR ISO as usual. Here's summary of changes in version 1.1

1.1
-Added Aim abilities for Machinist up to Aim +5
-Changed innate abilities on some classes to Support/Move only (Please re-read again)
-Moved Reequip from Chemist to Knight job (So he can use it as an innate skill)
-Moved Equip Guns from Orator to Chemist job
-Moved Defense Boost from Mystic to Orator job (Orator is like physical mage type so this should fit him better)
-Rush damage formula is now 50% of physical attack (Random 25-100% is too unreliable)
-Stone's damage formula is now PA/2 * MA. It will also have chance to inflict Oil status
-Increased Rend Speed's speed reduction by 1 for more viable effects in early chapters
-Curaja has chance to inflict Regen status
-Firaja has chance to inflict Disable status
-Thunderja has chance to inflict Immobilize status
-Blizzaja has chance to inflict Stop status
-Meteor has chance to inflict Dead status
-Gravija has chance to inflict Stone status
-Flareja has chance to inflict Confusion/Berserk status
-Reverted Cyclone damage boost
-Potions will heal at rate 30/80/180
-Changed Archer's Aim +10/20 to Leg Shot and Arm Shot

http://www.mediafire.com/file/e8eswq88dtktckj/FFT%20WotL%20-%20Valeria%201.1%20%28PSP%20USA%29.ppf
http://www.mediafire.com/file/3kar9kvkc44ts5u/FFT%20WotL%20-%20Valeria%201.1%20%28PSP%20EUR%29.ppf

You can patch with original USA/EUR ISO and enjoy Veleria 1.1 mod. I thought I wouldn't mess with special jobs but Machinist is too pitiable to ignore. If you have any suggestion for further improvements with this mod, please let me know.

Regards,
Keetakawee
Title: Re: FFT Valeria 1.1 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Nyzer on December 18, 2017, 11:18:07 pm
Pretty sure you can't use default Aim skills and normal skills in the same skillset.

Also, making Mustadio an Archer copy is redundant, as he already has access to the Archer job in game. I'd recommend instead expanding his potential body part targets (ex. Eye to blind, Vitals to KO, Mouth to cancel casting, Throat to silence), while the Archer becomes a venom specialist to produce different effects (Toxic Venom to poison, Lethargic Venom to slow, Tranquilizer to sleep, Cursed Venom to stone).

That's just an example, of course. Do things however you like, but just making Mustadio an Archer copy... I mean, by the time you get him, your generics with Archer JP will already do what he does, but better than he does. A bit of overlap is fine IMO (though I do know some who would disagree) but that much... no.
Title: Re: FFT Valeria 1.1 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on December 19, 2017, 04:15:56 am
Thank you for your suggestion. There's part I don't quite understand here so could you eloborate it?

"Pretty sure you can't use default Aim skills and normal skills in the same skillset."

I checked Archer in Tactics Advance and A2 seeing how Archer was improved there and brought some of those improvements back to the original.

I also agree that Archer and Machinist is redundant the way things are now. I also considered making Mustadio more useful with status infliction but that'd stray from original gameplay too much.

I'll try to fix Mustadio job abilities in future updates. Adding status infliction too much will break the usefulness of mage jobs so I'd like to avoid that.
Title: Re: FFT Valeria 1.1 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Nyzer on December 19, 2017, 10:24:51 am
Quote from: Windows X on December 19, 2017, 04:15:56 am
Thank you for your suggestion. There's part I don't quite understand here so could you eloborate it?

"Pretty sure you can't use default Aim skills and normal skills in the same skillset."


Aim is a special skillset that doesn't use normal skills. Like Jump or Arithmeticks. And last I checked you can't just throw skills like that together with normal ones and have it function properly in game.

Also, it doesn't break the usefulness of mages. Weapon-based, single-target debuffs are different enough from a mage's AoE spells to make both worthwhile. And that's just as a generic. The argument completely falls flat when you're talking about special characters, considering Swordskills are broken as fuck.
Title: Re: FFT Valeria 1.1 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on December 19, 2017, 11:47:37 am
I see. Thank you. I didn't know there was something like that. What do you think about swapping between Archer and Machinist abilities? Archer in Tactics Advance is more like Machinist.
Title: Re: FFT Valeria 1.1 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Nyzer on December 20, 2017, 10:58:14 pm
Honestly I don't remember the TA Machinist.

Whether or not you want to do that to Mustadio is up to you and how close you want your mod to be to the base game. I would say changing the Archer is arguably necessary because its skillset sucks for even a second tier job (though it's considerably better in Jot5 where it's on the Squire instead and most other skills now cost MP). But there are many potential ways to approach that adjustment.
Title: Re: FFT Valeria 1.1 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on December 21, 2017, 02:09:04 pm
I agree. Right now I mix some abilities like you suggested (Poison/Oil/Disable/Immobilize/Petrify Undead). I used ability from Monster with for time being. It works but didn't show animation for Poison/Oil.

Machinist has Focus and Rend Helm/Armor added as hybrid class (which Argath also has). I hope this sounds OK. I thought about using CT 0 hack with Aim +20 abilities but that wouldn't sound fun and all so I dropped it.
Title: Re: FFT Valeria 1.2 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on December 22, 2017, 09:55:26 pm
Hi guys. Version 1.2 is out now. I've finished my big projects so I can focus on finalizing 1.2 release. This time it's another big update on spell improvements in this re-balance.

Back then spell tier are classified strictly with less favorable merits. Upgrading to -ra spells is OK but -ga spells are some what redundant and make people feel like I should save up for -ja spells instead.

In this re-balance, I added extra merits to -ga and -ja spells to make it more worthwhile. I increased effect area on -ga spells and added status effects on -ja spells so you can use -ga spells as shorter chant version with the same effect area.

I also add increased effect area and vertical range on Cure spells and all other status spells including spells on -ja spells for enemies too along with some other minor spell improvements.

As I was informed about Archer's Arm/Leg Shot bug not working with Aim skillset in previous release, I decided to build a new skillset for Archer. This new archer abilities will have the follow abilities.

Venom Fang
Oily Touch
Leg Shot
Arm Shot
Seal Evil

I tried playing optimized aim with CT and power for a while but gotta say it's dull and boring. So I decided to make archer abilities around status inflicting instead based on Machinist and monster abilities.

I also increased physical attack multiplier to make up for missing aim abilities. Archer will hit a bit harder than vanilla version but not too broken like Tactics Ogre but can be fearsome with Focus/Tailwind added. :)

1.2
-Added status infliction to abilities' description
-Changed Archer's Aim abilities to Venom Fang/Oily Touch/Leg Shot/Arm Shot/Seal Evil
-Increased Archer's physical attack a bit
-Changed CT time of Wall ability to 6 and no more additional MP cost
-Revised Cure spells MP cost to 5/10/16/24
-Cura has 2 Vertical range now
-Curaga/Curaja have 2 Effect area range now
-Protect/Shell has 1 Vertical range now
-Protectja/Shellja have 2 Effect area range now
-Holy has chance to inflict Blind status and reduce damage by 20% and cost 48MP
-Thundera MP cost is now 12 like others
-Firaga/Thundaga/Blizzaga spells have 2 radius now
-Haste/Slow/Stop has 1 Vertical range now
-Hasteja/Slowja have 2 Effect area range now
-Graviga spells has 2 Effect area range now
-Changed Meteor CT to 16
-Kotetsu is now Dark element attack
-Adjusted Arithmetician's physical/magical attack to be little weaker than Chemist
-Changed Machinist new abilities to Focus/Rend Helm/Rend Armor
-Toadja/Gravija/Flareja/Blindja/Confuseja/Sleepja have 2 Effect area range now
-Innate abilities also be apply to more enemies' jobs variants like Undead and others
-Elmdore's Safeguard innate skill is replaced by Arcane Strength
-Move/Find items will be rare or better items now

http://www.mediafire.com/file/ecd3ai1o99lv948/FFT%20WotL%20-%20Valeria%201.2%20%28PSP%20USA%29.ppf
http://www.mediafire.com/file/rogvat6p0c3wre3/FFT%20WotL%20-%20Valeria%201.2%20%28PSP%20EUR%29.ppf

In this release, I also tested abilities and performed test run with 1.2 changes to make sure everything is working and also balanced. Machinist also works great with Focus ability now that I wish Mustadio should have it as every generic can do with guns.
Title: Re: FFT Valeria 1.2 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on January 22, 2018, 06:59:16 pm
It's been a while since last release and I've been testing and working on re-balance and improvements on various jobs. 1.3 will have a big update with real effort to keep things more balanced and improve enjoyment.

Since there's a lot of changes going on in 1.3, I'd appreciate if anyone can test my mod before releasing. Please let me know if you're interested and I'll send current Valeria 1.3 update for you. Here's some main ideas.

-Archer will have abilities similar to aim with status infliction added
-Some spells has been adjusted and reworked
-Monk has some offensive abilities reworked for situational use and adjusted support abilities not to render spells useless
-Summoner receives magical attack and spells boost now
-Holy Knight and Sword Saint abilities is now nerfed to be more balanced
-Some adjustments on items making ranged weapon be more useful and balanced

This new patch will totally change the way you play the game since tutorial. Ladd can be hit by Archer. Sword skills won't work right away and hit weaker. It may raise the game difficulty a little but also make some fights easier too.  Please let me know what do you guys think about these changes and have fun. :)
Title: Re: FFT Valeria 1.2 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: mleimnek on April 01, 2018, 06:03:01 pm
Quote from: Windows X on January 22, 2018, 06:59:16 pm
It's been a while since last release and I've been testing and working on re-balance and improvements on various jobs. 1.3 will have a big update with real effort to keep things more balanced and improve enjoyment.

Since there's a lot of changes going on in 1.3, I'd appreciate if anyone can test my mod before releasing. Please let me know if you're interested and I'll send current Valeria 1.3 update for you. Here's some main ideas.

-Archer will have abilities similar to aim with status infliction added
-Some spells has been adjusted and reworked
-Monk has some offensive abilities reworked for situational use and adjusted support abilities not to render spells useless
-Summoner receives magical attack and spells boost now
-Holy Knight and Sword Saint abilities is now nerfed to be more balanced
-Some adjustments on items making ranged weapon be more useful and balanced

This new patch will totally change the way you play the game since tutorial. Ladd can be hit by Archer. Sword skills won't work right away and hit weaker. It may raise the game difficulty a little but also make some fights easier too.  Please let me know what do you guys think about these changes and have fun. :)


send it to meeee!!! ill play it today and have you know any comments asap!
Title: Re: FFT Valeria 1.2 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: lessen on April 06, 2018, 12:11:28 am
When you release 1.3, would you please please include a version with the Unstretch patch included? I play in an emulator on a large screen and Unstretch is the only way I can play at 1x resolution (best performance) and not have hideous pixel distortion.
Title: Re: FFT Valeria 1.2 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on May 28, 2018, 07:51:39 am
Saw news about FFT today making me realized that I haven't finished my FFT Valeria 1.3 release yet. Here's my current progress and I'd like to ask for your opinions for new changes.

Archer
Inflict status with MP cost, have 6 range Long Bow and hits harder.

Black Mage
Fire - Double damage with Oil
Blizzard - Reduced MP cost
Thunder - Reduced CT
Poison - Mini Gravity (12%) with chance to inflict status

Summoner
Basic summons hits a bit harder with increased vertical range

Monk
Offensive abilities have more damage but support abilities will have CT added.

Arithmetician
Arithmeticks replaced with Red Mage abilities having CT 0 innate.

Holy Knight
Sword skills and Crush abilities has CT added

I'll release it soon after having some test runs. :)
Title: Re: FFT Valeria 1.2 (PSP) - Revamped mechanics and re-balance mod for better vanilla
Post by: Windows X on May 28, 2018, 08:34:02 pm
Quote from: lessen on April 06, 2018, 12:11:28 am
When you release 1.3, would you please please include a version with the Unstretch patch included? I play in an emulator on a large screen and Unstretch is the only way I can play at 1x resolution (best performance) and not have hideous pixel distortion.


What is untretch patch? Will it affect normal PSP gameplay?
Title: Re: FFT WOTL - Valeria 1.3 "Ivalice Reborn" (MASSIVE UPDATES)
Post by: Windows X on July 15, 2018, 04:33:45 pm
(http://ffhacktics.com/smf/index.php?action=dlattach;topic=11872.0;attach=17110;image)



Hi. Today I've finally finished updating my Valeria 1.3 version. It's like creating a new patch with everything changed. If you play this mod before, I recommend to start over and enjoy the whole new experience again.



>=== Download ===<

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

http://www.mediafire.com/file/q3tc4915dws5az7/FFT%20WotL%20-%20Valeria%201.3%20%28PSP%20USA%29.ppf
http://www.mediafire.com/file/5sy1ghtopj6b8mj/FFT%20WotL%20-%20Valeria%201.3%20%28PSP%20EUR%29.ppf



I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)
Title: Re: FFT WOTL - Valeria 1.3 "Ivalice Reborn" (MASSIVE UPDATES)
Post by: Windows X on July 15, 2018, 08:26:29 pm
Fixed some bugs I forgot and re-uploaded. Please download and apply the patch again.
Title: Re: FFT WOTL - Valeria 1.3 "Ivalice Reborn" (MASSIVE UPDATES)
Post by: Windows X on October 24, 2018, 06:47:31 pm
FFT: WOTL Valeria 1.4  is out now with many changes and improvements again

Hi guys. It's me again who developed Valeria project for Final Fantasy Tactics. My mod aims to keep Vanilla play style with proper re-balance based on Tactics Ogre and later Tactics series.

This isn't a difficulty mod but it will not allow you to cheese your way out like before so you may need to try little harder to beat the game with either good tactics or over-leveling them.

Since this Valeria project took me almost 2 years of developing now so there's massive changes and improvements through job's stats, abilities, and its equipment too so I highly recommend to read full release post for details.

For version 1.4, I started from where I left off with changes in 1.3 that needs adjustments but I ended up making some more mods and improvements as below.



4-tier spells will start from single target and keep expanding

I always find first tier spell being wasteful and bothersome when I only want to hit one enemy but need to use spell for area making magic becoming a bit unreliable to use at times. So I changed tier list from this:

Tier / Multiplier / Radius / Vertical / CT
1 / 14 / 2 / 1 / 4
2 / 18 / 2 / 2 / 5
3 / 24 / 2 / 3 / 7
4 / 32 / 3 / 3 / 10

To new scaling like this:

Tier / Multiplier / Radius / Vertical
1 / 15 / 1 / 1 / 4
2 / 18 / 2 / 1 / 5
3 / 23 / 2 / 3 / 7
4 / 30 / 3 / 3 / 9

This scaling is for Fire spells with decreased MP cost to 4/8/16/32. For Blizzard, it'll have more multiplier at 16/19/25/34 with increased MP cost to 5/10/20/40. For Thunder, i will also have decreased CT by 1 with original MP cost.

Cure spells will also be affected with new area scaling healing 35/50/65/100% with regen status added as before. These new mechanics will affect strategies with Black/White Magicks a lot so please make better uses of them.



Squire and Chemist getting uber upgrades (Not to Ramza's UberSquire level though)

Original Squire was quite useless with tactless abilities that can't be useful after chapter 1 except for grinding. Now Squire gets all abilities revamped and upgraded for better uses in in its own job and others too.

Focus: Changed to "First Aid" healing self with 20% of HP.
Rush: Changed damage formula to PA/2 * PA for more reliable damage without triggering reaction ability.
Stone: Changed to "Focus Strike" dealing weapon +1 damage with 3 CT similar to Holy Knight's ability. I recommend to try with Axe weapon.
Salve: Added Oil status to be cured too. Immobilize/Disable should be healed with Esuna (decreased MP cost), Purification, and Remedy (decreased price).

Randomized damage weapons like axe will become much more useful with new Focus Strike ability as it will deal CONSTANT damage with CT 3. Axe weapons will also have chance to inflict slow status too.

As for Chemist, I already explained before in 1.3 release but I'll summarize again with new updates here as well. First of all, Auto-Potion is gone in 1.4. It's heavily used as cheap tactics and cripple X-Potion too much.

Potions are now re-balanced to 30/60/120 as I hoped to do without Auto-Potion. Price of Potion will be increased to 80 and X-Potion will be decreased to 500 to make the game more balanced and challenging.

I also changed Golden Needle and Maiden's Kiss to provide Protect/Shell buff to a single target. Chemist can also learn Equip Gun without going through all the way to Orator now.

And here's the catch for important notes about stats growth, both Squire and Chemist will no longer suffer from PA/MA Growth anymore so you can safely grind abilities without worrying about poor stats on level up now.



Equipment changes and upgrades

Since some people abused absorbing element as healing so they can use offensive spells to heal friendly fire hit, I fixed changes related to elemental as below and also give some buff to some items too.

-Added attritbute on Nu Khai Armband with strengthening Dark element
-Added bonus +1 Move to Hermes Shoes
-Added chance to inflict Slow status on Axe weapons aside Slasher
-Changed Chaos Blade's weapon type to Fellsword
-Changed Excalibur/Chameleon Robe's attribute from absorbing Holy to halfing damage
-Changed Fire Shield/Ice Shield's attribute from absorbing the same element to negating damage
-Changed Gaia Gear's attribute from absorbing Earth to negating damage
-Changed Gun's damage formula to PA*WP
-Changed Juravis' rare poach to Winged Boots
-Changed Rubber Boots to Soldier Boots with bonus +1 Move and +1 PA, price increased to 10,000 and available in the last outfitter along with Thief's Cap
-Changed Stoneshooter's effect to have chance to petrify unit on hit
-Decreased MA bonus of Wizard's Robe (2 -> 1)
-Decreased MP bonus (60 -> 50) and PA bonus (2 -> 1) of Lordly Robe
-Decreased PA/MA bonus of Tynar Rogue (3 -> 2)
-Decreased PA bonus of Bracer (3 -> 2) and price (50,000 -> 30,000)
-Increased weapon power of polearm items by 1 except Javelin II (16 -> 18)

Most items are nerfed for re-balance purposes but you also get some buffs and rework like Hermes Shoes having +1 Move, Chaos Blade is now Fellsword for Dark Knight with 18 WP, and Rubber Boots was reworked to Soldier Boots with +1 Move/PA.



Job's stats and abilities re-balance

After releasing 1.3 and playing for a while, I realized some changes I made affected game balance so I made some adjustments on those jobs to work more properly.

Squire: abilities reworked for better uses (No more Focus and Stone abuse)
Chemist: Auto-Potion removed and buff X-Potion, MA Multiplier increased, and no PA Growth penalty
Knight: Rend abilities are buffed and have re-balance applied
Archer: Removed CT from all abilities, change Leg/Arm Shot to have 65 + Speed success rate, and can no longer equip knife
White Mage: Cure spells are reworked, support abilities are buffed, and Wall will actually cast Wall status for 16 ticks
Black Mage: Fire/Blizzard/Thunder spells are reworked, chance based spells has success rate increased
Monk: Can no longer equip Pole
Thief: Steal has original success rate except Shield and Accessory without Shirahadori, PA Multiplier increased
Orator: PA Multiplier increased
Dragoon: Polearm has weapon power increased by 1
Samurai: Chirijiraden's Iaido ability power decreased
Ninja: PA Multiplier decreased
Arcanist: Changed innate abilities to Defense Boost/Arcane Defense, fixed Lucavi skill learning bug, MP Multiplier increased, MA Multiplier decreased, Migardsomr's ability power decreased
Dark Knight: Vehemence is innate only, PA Multiplier decreased
Ramza: Can equip Fellsword in chapter 4
Mustadio: Skill set changed to original Aim
Agrias: PA Growth/Multiplier increased
Orlandeau: Skill set changed to Duskblade/Shadowblade/Aegis/Dispelna/Chant/Holy, PA/MA Growth increased
Beowulf: Chicken will temporary add Chicken status
Dragonkin: PA/MA Growth decreased
Cloud: PA Growth decreased

After numerous tries I went for perfecting the new balance, some jobs have improved stats and abilities and some received nerfs on stats and abilities. Please read full changelog for details.



Toughen up some boss fights and also with more rewards

In version 1.4, I buffed one additional support ability from Attack/Defense Boost and Arcane Strength/Defense to appropriate bosses. They'll become a bit harder to bit but shouldn't impose significant difficulty for bonus rewards.

-Toughened up Aliste with Arcane Strength but you can also steal his equipment and get Genji Glove as War Trophy
-Toughened up Argath with Arcane Defense but you can get Chaos Blade from treasure hunt
-Toughened up Bremont's Dark Dragon form with Defense Boost but you can also get Lordly Robe as War Trophy
-Toughened up Elmdore with Attack Boost but you can also steal his equipment

Since you can steal items without worrying about Shirahadori now, I believe this will justify the challenges in gameplay a bit more. You still can't use Rend abilities on bosses with Shirahadori though.



That's all for the summarize about 1.4 release. I know it's pretty long and you can see why it's that long from the changelog below.

1.4
-Added attritbute on Nu Khai Armband with strengthening Dark element
-Added bonus +1 Move to Hermes Shoes
-Added chance to inflict Slow status on Axe weapons aside Slasher
-Added equip Fellsword to Ramza's Squire in chapter 4
-Added/Updated missing information in ability/item description
-Agrias equips Defender and Gaffgarion equips Chaos Blade in tutorial battle
-Changed Arcanist's innate abilities to Defense Boost/Arcane Defense
-Changed Chaos Blade's weapon type to Fellsword
-Changed Chicken ability to temporary inflict Chicken status
-Changed CT of Fire/Blizzard spells to 4/5/7/9
-Changed CT of Thunder spells to 3/4/6/8
-Changed Cure/Fire/Thunder/Blizzard spells with new effect area-vertical to 0-0/1-1/1-3/2-3
-Changed Cure spells' healing factor percentage to 35/50/65/100 with CT 2/3/5/7
-Changed damage factor of Fire spells to 15/18/23/30 and decrease MP cost to 4/8/16/32
-Changed damage factor of Thunder/Blizzard spells to 16/19/25/34
-Changed Excalibur/Chameleon Robe's attribute from absorbing Holy to halfing damage
-Changed Fire Shield/Ice Shield's attribute from absorbing the same element to negating damage
-Changed Focus to First Aid to heal self with 20% HP
-Changed Gaia Gear's attribute from absorbing Earth to negating damage
-Changed Gun's damage formula to PA*WP
-Changed Juravis' rare poach to Winged Boots
-Changed Machinist's skill set to original Aim up to Aim +7 with 10 CT
-Changed Migardsormr to have damage factor decreased  (22 -> 20), and MP cost increased (0 -> 30)
-Changed Nanoflare's damage formula to (MA+8)/2 * MA
-Changed Rend MP to decrease damage percentage of MP (50 -> 35) and increase success rate (50 -> 65)
-Changed Rubber Boots to Soldier Boots with bonus +1 Move and +1 PA, price increased to 10,000 and available in the last outfitter along with Thief's Cap
-Changed Salve ability to also cure Oil and no longer remove Disable, Immobilize status
-Changed Steal/Plunder abilities to not be affected by Shirahadori and have success rate from original Steal except Shield and Accessory
-Changed Stone ability to Focus Strike dealing PA * (WP+1) with CT increased (0 -> 3) and can be learned without JP cost
-Changed Stoneshooter's effect to have chance to petrify unit on hit
-Changed Sword Saint's skill set with Duskblade/Shadowblade/Aegis/Dispelna/Chant/Holy
-Changed Wall's status to Wall for 16 ticks, hit rate increased (140 -> 200), and increased CT (4 -> 5)
-Changed X-Potion to heal 120HP with price increased (400 -> 500)
-Fixed bugs in some Rapha and Marach's abilities that won't hit randomly
-Fixed Meltdown/Tornado/Quake appearing in Arcanist's skill list before learning
-Fixed Undead Archer using original Aim abilities
-Dance and Song abilities can no longer be mimiced
-Decreased CT of Meditate ability (6 -> 5)
-Decreased CT of Ramuh ability (7 -> 6)
-Decreased damage factor (22 -> 20) and MP cost (24 -> 16) of Ifrit ability
-Decreased damage factor of Chirijiraden ability (24 -> 20)
-Decreased damage factor of Migardsomr ability (24 -> 20)
-Decreased damage factor of Titan ability (25 -> 24)
-Decreased MA bonus of Wizard's Robe (2 -> 1)
-Decreased MA Growth on Dragonkin job (38 -> 40)
-Decreased MA Multiplier on Arcanist job (150 -> 135)
-Decreased MA Multiplier on Squire job (80 -> 75)
-Decreased MP bonus (60 -> 50) and PA bonus (2 -> 1) of Lordly Robe
-Decreased MP cost of Esuna ability (18 -> 8) and increased hit rate (190 -> 200)
-Decreased MP cost of Shiva ability (24 -> 20)
-Decreased PA/MA bonus of Tynar Rogue (3 -> 2)
-Decreased PA Growth on Dragonkin job (39 -> 42)
-Decreased PA Growth on Soldier job (42 -> 45)
-Decreased PA bonus of Bracer (3 -> 2) and price (50,000 -> 30,000)
-Decreased PA Multiplier on Archer job (110 -> 100)
-Decreased PA Multiplier on Dark Knight job (110 -> 100)
-Decreased PA Multiplier on Ninja job (110 -> 100)
-Decreased success rate of Rend Speed/Rend Power/Rend Magick abilities (70 -> 65)
-Increased damage factor of Meteor ability (40 -> 42)
-Increased damage factor of Unholy Darkness ability (37 -> 38)
-Increased MA Multiplier on Chemist job (80 -> 90)
-Increased MP Multiplier on Arcanist job (80 -> 100)
-Increased PA Growth on Bard job (65 -> 50)
-Increased PA Growth on Chemist job (65 -> 50)
-Increased PA Growth on Holy Knight job (50 -> 48)
-Increased PA Multiplier on Orator job (75 -> 85)
-Increased PA Multiplier on Thief job (100 -> 110)
-Increased Potion's price (50 -> 80)
-Increased Speed Growth on Machinist job (100 -> 90)
-Increased success rate of Assassin's abilities to 65% + Speed
-Increased success rate of Death ability (100 -> 120)
-Increased success rate of Leg Shot/Arm Shot abilities to 65% + Speed and will not be evadeable and affected by Shirahadori
-Increased success rate of Rend Helm/Armor/Weapon abilities by 5
-Increased success rate of Reraise ability (140 -> 160)
-Increased weapon power of polearm items by 1 except Javelin II (16 -> 18)
-Lucavi bosses are immune to Stop/Slow/Immobilize
-Protectja/Shellja/Hasteja won't hit enemies and Slowja won't hit allies with decreased JP/MP cost
-Recruited unit can be controlled as a guest during sidequest battles
-Removed Auto-Potion as learnable ability
-Removed CT on Poison Strike/Oily Strike/Leg Shot/Arm Shot
-Removed Vehemence from Dark Knight's learnable ability list (Innate only)
-Reverted changes on Cyclops ability
-Reverted equip Knife on Archer
-Reverted equip Pole on Monk
-Reverted PA/MA Growth on Sword Saint
-Reverted Speed Multiplier change on Machinist job
-Toughened up Aliste with Arcane Strength but you can also steal his equipment and get Genji Glove as War Trophy
-Toughened up Argath with Arcane Defense but you can get Chaos Blade from treasure hunt
-Toughened up Bremont's Dark Dragon form with Defense Boost but you can also get Lordly Robe as War Trophy
-Toughened up Elmdore with Attack Boost but you can also steal his equipment



Download

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

FFT WotL - Valeria 1.4 (PSP USA) (https://www.mediafire.com/file/9uwth5925cf2ktf)
FFT WotL - Valeria 1.4 (PSP EUR) (https://www.mediafire.com/file/fbyhm6z3ialz85k)


I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)
Title: Re: FFT: WOTL - Valeria 1.4 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: Windows X on October 25, 2018, 11:11:20 am
YouTube introducing tutorial battle is uploaded now. :)

https://youtu.be/kmL03FF1hPM
Title: Re: FFT: WOTL - Valeria 1.4 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: Windows X on October 25, 2018, 12:39:03 pm
DAY 1 PATCH UPDATE WAS APPLIED: First Aid will apply Regen to self and remove CT of Focus Strike attacking without evasion and randomized damage in calculation. You can re-apply patch and play on your current 1.4 save file  as these changes won't affect save data.
Title: Re: FFT: WOTL - Valeria 1.4 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: Windows X on October 29, 2018, 03:57:17 am
FFT: WOTL Valeria 1.4.1  is out now with re-balance updates on physical jobs and items

Hi everyone. I hope you like FFT Valeria 1.4 I released on another day. After playing for a while with new changes I made, I realized something about power balance of physical jobs not being distributed properly.

After nerfing Ninja's PA Multiplier a bit, I realized Knight is actually the strongest hitter and also the best tank with Knight's Sword + Shield. I thought about nerfing tanking capabilities but it won't be consistent with Dragoon.

I also looked around magical jobs and found Orator didn't get PA Multiplier raised too. After re-evaluating and did some test runs with my save files, I made some adjustments as below.

Squire: Change Focus Strike to Weapon Strike performing unevadable attack with full weapon potentials
Knight: Decrease PA Multiplier a bit for re-balance purposes
Monk: Decrease Speed Multiplier a little
Orator: Fixed forgetting to increase PA Multiplier in previous patch
Geomancer: About right but little more evasion won't hurt.
Dragoon: Decrease HP Multiplier and evasion a bit for offensive job.
Ninja: Increase PA Multiplier back to 1.3 version and add 5% evasion bonus to NinjaBlade

Most changes in PA distribution won't affect gameplay much but it should help balancing role distribution among physical jobs better.

Aside from improving stats distribution between jobs, I also improved items re-balance a bit in this update too as below.

-Added bonus +1 PA to Air Knife
-Added Dark element attribute to Kotetsu weapon
-Changed Fire Shield's attribute to halving Fire damage only
-Changed Gaia Gear's attribute from negating to halving Earth damage
-Changed Ice Shield's attribute to halving Ice damage only
-Decreased MA bonus (2 -> 1) and evasion rate on Runeblade (15 -> 10)
-Increased bonus evasion on NinjaBlade items by 5

The idea of negating damage seems to be ridiculously powerful so I changed negating element to halving only and remove additional element bonus on Fire/Ice Shield.

Runeblade having 2 MA bonus leads to some broken build with Dual Wield so I nerfed MA and evasion bonus a bit. Now you can combo with Aegis Shield without trying Dual Wield for extra +2 MA.

Since it seems Runeblade is still way too powerful comparing to other weapons despite being nerfed, I also added +1 PA to Air Knife and 5% evasion bonus to NinjaBlade weapons.

The goal is to get every job and items being useful in about same tier and we're getting closer now. If you have any suggestion to improve, please let me know. :)

1.4.1
-Added bonus +1 PA to Air Knife
-Added Dark element attribute to Kotetsu weapon
-Changed Flame Shield's attribute to halving Fire damage only
-Changed Focus Strike to Weapon Strike performing unevadable attack with full weapon potentials
-Changed Gaia Gear's attribute from negating to halving Earth damage
-Changed Ice Shield's attribute to halving Ice damage only
-Decreased Evasion on Dragoon job (15 -> 10)
-Decreased MA bonus (2 -> 1) and evasion rate on Runeblade (15 -> 10)
-Decreased PA Multiplier on Knight job (120 -> 110)
-Decreased HP Multiplier on Dragoon job (120 -> 110)
-Decreased Speed Multiplier on Monk job (105 -> 100)
-Fixed Weapon Strike's animation glitches
-Increased bonus evasion on NinjaBlade items by 5
-Increased Evasion on Geomancer job (10 -> 15)
-Increased PA Multiplier on Ninja job (100 -> 110)
-Increased PA Multiplier on Orator job (75 -> 85) [Fixed Missing]
-Ramza equips Battle Axe in tutorial battle (for demonstrating Weapon Strike)

Download
FFT WotL - Valeria 1.4.1 (PSP USA): https://www.mediafire.com/file/j27jpztiw7v7vyx
FFT WotL - Valeria 1.4.1 (PSP EUR): https://www.mediafire.com/file/awexocrb9g3mf91

I'm also recording my gameplay in this YouTube channel below. :)
https://www.youtube.com/playlist?list=PLm6ksHHewKnFvvTpGoBWn-MuLxCxejIOO
Title: Re: FFT: WOTL - Valeria 1.4.2 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: Windows X on November 06, 2018, 02:47:19 pm
FFT: WOTL Valeria 1.4.1  is out glitches fix and re-balance on Ramza's abilities

After playing chapter 2 for a while, I realized something was off and some people reported about endless move Quick glitch that I forget to remove casting on self. So I fixed that glitch and re-analyze Ramza's job again.

Ramza starts from ordinary Squire so I believe allowing him to wield Axe is reasonable enough. Every generic's squire can do except Ramza and he didn't receive any buff like other knights too.

As I checked Reis' abilities and compared to Ramza. I realize Reis has limited range to 2/2 and Ramza's Chant has 1/3 range. So I changed Tailwind and Steel with range 1 and vertical 3 so Time Mage's Quick can use with better range.

After reaching to chapter 3, I realized how gun didn't perform as I hoped for. I thought changing back to WP is all it took but it seems to generate random damage from 24-80 in Orran's battle.

Not that gun's damage can influence's Orran's survival significantly but this isn't how I intend to make the gun work and it'd be worse than fixed WP^2 so I changed gun's damage formula back to default including magic guns.

Aside from that, I also realized I forget to fix Chaos Blade to be forced two hand and not throwable like other Fellswords. If you have any comment about improving game's balance or glitch to fix, please let me know.


1.4.2
-Added equip Axe to Ramza's Squire job
-Changed Gun's damage formula back to WP^2 and magic gun will use original formula too
-Changed Tailwind/Steel to have range 1 with vertical 3 and can't cast to self
-Fixed Chaos Blade's weapon equipment to 2H as Fellsword
-Fixed Tailwind allowing to cast on self to endless movement

You can read full information about this mod from here.

http://www.ffhacktics.com/smf/index.php?topic=11872.0

>=== Download ===<

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

FFT WotL - Valeria 1.4.2 (PSP USA) - https://www.mediafire.com/file/sy63q6btxxb4732
FFT WotL - Valeria 1.4.2 (PSP EUR) - https://www.mediafire.com/file/hrweoeuv65kfob0

I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)
Title: Re: FFT: WOTL - Valeria 1.4.2 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: Windows X on November 06, 2018, 02:58:30 pm
FFT: WOTL Valeria 1.4.2  is out glitches fix and re-balance on Ramza's abilities

After playing chapter 2 for a while, I realized something was off and some people reported about endless move Quick glitch that I forget to remove casting on self. So I fixed that glitch and re-analyze Ramza's job again.

Ramza starts from ordinary Squire so I believe allowing him to wield Axe is reasonable enough. Every generic's squire can do except Ramza and he didn't receive any buff like other knights too.

As I checked Reis' abilities and compared to Ramza. I realize Reis has limited range to 2/2 and Ramza's Chant has 1/3 range. So I changed Tailwind and Steel with range 1 and vertical 3 so Time Mage's Quick can use with better range.

After reaching to chapter 3, I realized how gun didn't perform as I hoped for. I thought changing back to WP is all it took but it seems to generate random damage from 24-80 in Orran's battle.

Not that gun's damage can influence's Orran's survival significantly but this isn't how I intend to make the gun work and it'd be worse than fixed WP^2 so I changed gun's damage formula back to default including magic guns.

Aside from that, I also realized I forget to fix Chaos Blade to be forced two hand and not throwable like other Fellswords. If you have any comment about improving game's balance or glitch to fix, please let me know.


1.4.2
-Added equip Axe to Ramza's Squire job
-Changed Gun's damage formula back to WP^2 and magic gun will use original formula too
-Changed Tailwind/Steel to have range 1 with vertical 3 and can't cast to self
-Fixed Chaos Blade's weapon equipment to 2H as Fellsword
-Fixed Tailwind allowing to cast on self to endless movement

You can read full information about this mod from here.

http://www.ffhacktics.com/smf/index.php?topic=11872.0

>=== Download ===<

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

FFT WotL - Valeria 1.4.2 (PSP USA) - https://www.mediafire.com/file/sy63q6btxxb4732
FFT WotL - Valeria 1.4.2 (PSP EUR) - https://www.mediafire.com/file/hrweoeuv65kfob0

I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)
Title: Re: FFT: WOTL - Valeria 1.4.2 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: Windows X on November 11, 2018, 05:43:33 pm
There's something I'd like to inform here. For Ninja job, I actually removed Vanish ability and brought Reflexes back after evasion re-balance. The reason I removed Vanish was you could make all dancer party and put Vanish on everyone including Ramza. You can dance to gradually reduce HP and vanish will make 100% win tactics from doing nothing.
Title: Re: FFT: WOTL - Valeria 1.4.3 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: Windows X on November 28, 2018, 12:42:01 am
FFT: WOTL Valeria 1.4.3 is out with some fixes and adjustments

After finishing chapter 3, I realized some changes I made before are a bit too powerful so I nerfed those abilities down a bit.

Leg Shot/Arm Shot are too reliable with over 70% hit rate so adding evasion into calculation will balance things out.

I thought adding 2 PA with Steel is fine for range 1 but adding Steel twice with strong weapons and dual wield deals too strong damage.

Wall status on high speed unit last like 2 turns and sometimes up to 3-4 with Adrenaline Rush so I reduced status duration down a bit.

1.4.3
-Changed success rate of Assassin's abilities to use evasion in calculation
-Changed success rate of Leg Shot/Arm Shot abilities to use evasion in calculation
-Decreased bonus PA on Steel ability (2 -> 1)
-Decreased status duration of Wall (16 -> 12)
-Fixed Kiyomori to add Protect/Shell status properly instead of Wall

You can read full information about this mod from here.

http://www.ffhacktics.com/smf/index.php?topic=11872.0

If you ever have hard time playing Valeria mod since broken abilities are removed, you can watch my no grind run videos here. It's easy enough to win the battle without grinding. :)

https://www.youtube.com/playlist?list=PLm6ksHHewKnFvvTpGoBWn-MuLxCxejIOO

>=== Download ===<

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

FFT WotL - Valeria 1.4.3 (PSP USA) - https://www.mediafire.com/file/wdiofibnymbi2ac
FFT WotL - Valeria 1.4.3 (PSP EUR) - https://www.mediafire.com/file/b1n868a7799qubm

I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)
Title: Re: FFT: WOTL - Valeria 1.4.3 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: OdebaronBR on November 29, 2018, 05:27:21 pm
Hi,
How can I acquire rare itens that are only obtainable at melee an rendezvous?
Sorry, English is not my native language
Title: Re: FFT: WOTL - Valeria 1.4.3 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: Windows X on November 30, 2018, 06:07:35 pm
Quote from: OdebaronBR on November 29, 2018, 05:27:21 pm
Hi,
How can I acquire rare itens that are only obtainable at melee an rendezvous?
Sorry, English is not my native language


You need to play through them only. There's discord channel to play malee and rendezvous here.

https://www.youtube.com/watch?v=87PWePSMFm4

Anyway, most of them are broken items so I don't recommend using them in story battles.
Title: Re: FFT: WOTL - Valeria 1.4.3 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: Jamus on December 16, 2018, 06:21:09 pm
Trying this out for the first time and PPSSPP is crashing right after I load up a freshly patched .iso.  The original iso launches without problem and so does another version with a different patch.  I'm believing the 1.4.3 patch is causing the crash.  Since I know others are playing it though...any ideas?
Title: Re: FFT: WOTL - Valeria 1.4.3 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: sephiran on December 17, 2018, 03:50:01 pm
i play the newest version never have crashes what iso are u using? usa or eur? i use a clean eur iso and never have problems
Title: Re: FFT: WOTL - Valeria 1.4.3 "Ivalice Reborn" (RE-BALANCE WITH NEW MECHANICS)
Post by: Windows X on December 24, 2018, 04:18:39 pm
Please make sure you patch with original USA/EUR iso without any patch applied. This patch contains slowdown fix so no need to apply that before too.
Title: Re: FFT: WOTL - Valeria 1.5 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on December 24, 2018, 04:47:49 pm
Merry Christmas everyone. Today I'd like to give me present to FFT fans with Valeria 1.5 update. After the long development for version 1.5 update, it's finally done with completed re-balance in every spot.



[Chapter 1 true re-balance]

First of all, I'd like to introduce the proper gameplay in chapter 1. Ramza, Delita and Argath will not receive bonus HP/PA/MA boost anymore. Delita will still have little HP boost and Argath will also have evasion boost though.

This will make them no different from other generic squire with little boost. They can't tank or deal harder damage anymore so please plan your game accordingly and you'll do fine.

I highly recommend everyone to start over with Veleria 1.5 to experience the new gameplay changes making whole new experience while still being faithful to vanilla mechanics.



[Ramza the Heretic]

Ramza has stats progression will now affect his HP/MP/Evasion too for better improvements over time. Ramza will become gradually stronger over the time.

Squire
HP Multiplier: 100
HP Growth: 11
MP Multiplier: 85
MP Growth: 13
PA Growth: 50
PA Multiplier: 90
MA Growth: 48
MA Multiplier: 80
C-Ev%: 5

Mercenary
HP Multiplier: 110
HP Growth: 10
MP Multiplier: 95
MP Growth: 12
PA Growth: 48
PA Multiplier: 100
MA Growth: 46
MA Multiplier: 90
C-Ev%: 10

Heretic
HP Multiplier: 120
HP Growth: 10
MP Multiplier: 105
MP Growth: 11
PA Growth: 45
PA Multiplier: 110
MA Growth: 45
MA Multiplier: 100
C-Ev%: 15

Ramza's job name will be changed over time as "Squire -> Mercenary -> Heretic". In his final upgrade, he'll have some stats increased comparing to original as below.

HP Growth: 11 -> 10
PA Growth: 50 -> 45
MA Growth: 48 -> 45
C-Ev%: 10 -> 15

His PA/MA Growth are adjusted to be more balanced with some bonus to compensate for starting the game as true ordinary Squire as well.



[Item re-balance]

A lot of weapons are re-balanced to scale better over time such as Bow with 1-4 bonus weapon power instead of fixed 2 and Katana getting extra weapon power with Brave factor in consideration.

Ninja's throwing Shuriken will be stronger with 2 bonus weapon power with price adjusted to make Throw skill set being more useful than chipping some damage.

Knight's Sword has Holy attribute as a counterpart of Fell Sword now. Equip status of Knight's Sword will be re-distributed to proper placement for re-balanced purposes.

Block rate limit is decreased down to 35 (40 for Defender and Dancer's Cloth) with some information corrected. For other item re-balance updates, please check full changelog for details.



[Overhual job re-balance]

During my 1.4 gameplay, I found some jobs performing something better or worse than others so I applied re-balance in finer details like HP/MP along with other changes for each job as below.

Squire
To make Squire deserving to be used as a main job more, I increased PA Growth a bit though previous patch is fine. I also decreased MP a bit for physical oriented job.

Chemist
I increased MA/MP growth a bit so this job can provide better magic support as a main with little boost on MP too.

Knight
I increased his HP growth a bit so he can do tanking job better and decrease MP growth and multiplier to limit magic's efficiency a bit.

Archer
Archer is now faster with bonus speed but not as fast as Thief. I also increased HP/MP growth a bit too which make Archer a more desirable job to use especially with magic support role.

Status infliction on Venom Strike/Oily Strike will be chance based now and increased ticks for Poison status. Barrage is changed to Lightning Strike based on A2 reference and Burial will crystalize Undead instead of stone.

White Mage
Cure spells has healing factor changed to 30/40/60/100 and only Curaja will add Regen status so only with increased ticks. Cura won't be enough anymore. I also reduced CT of Protectja/Shallja to be more useful.

Wall ability seems to be a bit powerful even with short ticks so I decreased its hit rate down but also decreased CT too. HP growth is also decreased a bit in consideration of passive Defense Boost.

Black Mage
CT of 4-tier spells are decreased to 3/4/6/8 making spells launching faster (2/3/5/7 for Thunder spells) and damage scaling is changed to 14/17/23/32 for re-balance purposes (15/19/26/36 for Blizzard spells).

Although its magic offensive spells are nerfed a bit but Blizzard spells are strong enough. I also increased PA/MA growth to lower the loss of grinding spells to use with physical jobs.

Monk
Since Monk doesn't have Hat equipment and PA Multiplier is decreased, I increased HP Growth/Multiplier a bit to make up losing offense. I also increased PA growth and decreased MA growth a bit too.

Thief
This job is already good enough so no re-balance is actually applied on this job. Maybe decreasing block rate of Main Gauche is worth mentioning here.

Mystic
Mystic will have 4 move now as the only 4 move mage with MA growth increased and PA growth decreased. Corruption/Fervor/Induration abilities will have hit rate increased a bit too.

Orator
You can now learn Auto-Potion again in Valeria though it'll be harder to learn on Orator with increased JP. I increased MA/MP growth a lot and nerf PA growth to compensate it too.

Dragoon
Dragoon is still too powerful so I decreased HP multiplier and PA growth a bit but I also increased Speed and MA growth with bonus evasion as original Dragoon now.

I need to nerf Dragoon more because Polearm and Jump are very strong and I increased weapon power of some late game weapon a bit too (Not Javalin II which is already very strong).

Geomancer
Since equipment with MA boosting makes Geomancer skills a bit powerful in some situation, I decided to decrease MA multiplier a little more.

Time Mage
MA growth and multiplier are increased a lot with PA growth decreased a bit making Time Mage more powerful unit to have.

Meteor will be slightly weaker based on lower CT value. Hasteja/Slowja will cast faster and Graviga has hit rate increased but won't slow unit anymore.

Summoner
A lot of skill set re-balance. I increased hit rate of Carbuncle/Sylph abilities. I also decreased CT of Salamander/Sylph abilities too. Leviathan will have CT increased a bit.

Ramuh and Odin has damage factor decreased for re-balance with similiar tier abilities and Titan will be significantly stronger now. I also increased MA growth a lot on this job.

Samurai
I increased MA Multiplier and MP Growth a bit for better Samurai as a main. As Katana weapons are buffed, I nerfed a few early Iaido offensive abilities to compensate it too.

Since there's a few abilities adjusted so I recommend you to read full changelog. For now, Kiyomori and Masamune will apply random status instead of all status.

Ninja
Vanish is back now with 20 ticks meaning you can't keep hiding forever. Aside from Dancer move, Regen status can be useful with high speed vanish unit.

I also increased Shuriken and Bomb damage with 2 bonus weapon power so throw will be stronger now with more gil to spend for.

Arcanist
Since most abilities are very powerful, I decreased its MA Multiplier a bit and nerf Migardsormr and Nanoflare for re-balance purposes. However, I increased MA growth to be highest among generic jobs.

Holy/Flare/Meteor/Bahamut abilities are removed from skill set but Meltdown/Tornado/Quake can be learned instead with some changes. Please read full changelog for details.

Mime
I decreased HP and PA growth a bit and increased other stats to make Mime being useful without extensive grinding required.

Though Mime can't assign any ability at all but you can gain JP and learn its innate Concentration ability which is banned in Valeria for a while now.

Onion Knight
Onion Knight is revamped from meme job into something decent with 100 HP/MP/Speed/PA/MA multiplier and boost to 120 when mastered. It comes with Reequip/Dual Wield/Doublehand/Parry as a weapon master too.

But that's not all, Onion Knight finally has Huntcraft skill set borrowed from Game Hunter with monster abilities you can learn on hit and some useful and unique abilities. Please read full changelog for details.

These changes are observed from my previous 1.4 gameplay so most of them should perform well but let me know if you have suggestion about job re-balance.



[Special character re-balance]

As I revamped Ramza from UberSquire to proper job progression, I also modified other special characters too. They also have better jobs unlocked on recruit too.

Ladd
He will join with Chemist level 6 unlocked so you can make good use of items from him.

Alicia
She will join with Thief level 4 unlocked so you can start working on stealing if you don't have one already.

Levian
She will join with Monk level 4 unlocked so you can start working on Samurai path sooner if you don't have one already.

Mustadio
Although gun won't reply on PA but increasing PA for cases of using Bow should be fine and he will join with Geomancer level 3 unlocked (faster access to Ninja).

Agrias
Since her speed issue can be resolved with Tynar Rogue, I reverted speed growth and increased PA growth a bit instead. She will join with Dragoon level 3 unlocked (faster access to Samurai).

Luso
I changed his skill set to Mettle (Ramza's CH4) and he will join with Summoner level 4 unlocked so he can learn Golem with other useful abilities.

Rapha
I changed damage scaling of her Sky Mantra abilities to 12/14/16/18/10/24 and she will join with Black Mage level 8 unlocked to help her brother mastering Dark Knight sooner.

Marach
I changed damage scaling of his Nether Mantra abilities to 36/42/48/54/30/72 and he will jion with Knight level 8 unlocked to become Dark Knight sooner.

Orlandeau
Since he has zodiac stone with decent magic stats, he will join with Arcanist level 1 unlocked for faster access to all kinds of main magicks.

Meliadoul
I reverted her move back to 4 and increased her MP growth a bit more. Crush armor and weapon will have CT lowered too. She will join with Ninja level 1 unlocked to grind some speed and abilities.

Beowulf
He's already good with Mystic job unlocked but wouldn't hurt to unlock level 8 on recruit.

Reis
She will join with Samurai level 1 unlocked so you can learn to equip sword or katana sooner along with Iaido.

Balthier
He's also good with Martial Arts support so he will join with Monk level 8 unlocked

Cloud
He will join at party level with with Time Mage level 8 unlocked to combo with Meteor based limit break abilities.



[Safeguard on important bosses]

In some particularly fights I recorded, important enemies with good set of equipment ended up having to steal making unneeded mess in gameplay.

So, I decided to make some changes in important fights for specific bosses as below.

Gaffgarion: Have Safeguard equipped and he will drop Blood Sword after you defeat him for the last time. He also has Chant ability added to heal his allies adding depth to his character more.
Elmdore: Have Concentration equipped with innate Safeguard. He may seem harder with Concentration but you can get Masamune drop from defeating Zalera so make best effort to defeat him fast.
Dycedarg: Have Safeguard equipped but you can get Defender drop from defeating Adremmelech though you may already have one from Meliadoul fight.

You can get Genji set from Aliste later so not being able to steal from Elmdore shouldn't hurt much. Getting Genji set from Elmdore will also break the game balance too.



Phew. That's a lot of updates to write about and there's still a few not mentioned yet. You can read completed changelog below for details.

1.5
-Added Chant ability to Gaffgarion (Ch.2) and Argath (Ch.4)
-Added Huntcraft skill set with Ice Breath/Fire Breath/Thunder Breath/Charm/Celestial Stasis/Choco Esuna/Choco Cure/Goblin Punch/Self-Destruct/Ink/Bewitching Gaze/Doom/Guardian Nymph/Shell Nymph/Almagest/Dark Whisper to Onion Knight job
-Changed Cure spells healing factor ratio (35/50/65/100 -> 30/40/60/100) and only Curaja will have Regen effect
-Changed Barrage's ability name to Lightning Strike
-Changed Bewitching Gaze to inflict Silence status with (50+MA)% success rate and have 2 linear range
-Changed Bow's weapon power scaling from 2 bonus weapon power to 1-4 bonus weapon power based on chapter
-Changed Cloud to join at party's level
-Changed CT of 4-tier Fire/Blizzard spells to 3/4/6/8
-Changed CT of 4-tier Thunder spells to 2/3/5/7
-Changed damage scaling of 4-tier Blizzard spells to 15/19/26/36
-Changed damage scaling of 4-tier Fire/Thunder spells to 14/17/23/32
-Changed damage scaling of Nether Mantra abilities to 36/42/48/54/30/72
-Changed damage scaling of Sky Mantra abilities to 12/14/16/18/10/24
-Changed Excalibur's equip status removed and decreased weapon power (21 -> 20)
-Changed Game Hunter's skill set from Huntcraft to Mettle (Ramza CH4)
-Changed HP/MP Multiplier on Delita/Argath to be on Squire level in chapter 1
-Changed job unlocked on special character units except Balthier and Beowulf
-Changed Kiyomori to add random Protect/Shell status
-Changed Masamune to add random Regen/Haste status
-Changed Meltdown/Tornado/Quake to be learnable abilities with 1,200 JP cost
-Changed Meltdown to target self only and have chance to inflict Disable status
-Changed Mime's job unlocking requirements to unlocking all jobs except Dark Knight
-Changed Nagrarok with weapon power increased (1 -> 8) and decreased block rate (50 -> 35)
-Changed Ninja's throwing bomb with weapon power increased by 2 and price increasd (50/300/1000 -> 100/500/1000)
-Changed Ninja's throwing shuriken with weapon power increased by 2 and price increasd (250 -> 400)
-Changed Onion Knight's HP Growth to 10
-Changed Onion Knight's MP Growth to 10
-Changed Onion Knight's Speed Growth to 90
-Changed Onion Knight's PA Growth to 40
-Changed Onion Knight's MA Growth to 40
-Changed Onion Knight's HP/MP/Speed/PA/MA Multiplier to 100 (120 when mastered)
-Changed Onion Knight's job unlocking requirements to Squire(4), Chemist(4)
-Changed Osafune to damage (30+MA)% of MP with faith based hit rate 200%
-Changed Quake to target self only with non-faith magic damage at 24 damage factor and have chance to inflict Immobilize status
-Changed Ramza's UberSquire stats progression to affect HP/MP Multiplier, HP/MP Growth, and Evasion too
-Changed Ramza's UberSquire name from only Squire to "Squire -> Mercenary -> Heretic"
-Changed Ragnarok's equip status (Shell -> Haste)
-Changed Seal Evil to Burial which crystalizes Undead unit with success rate decreased (70 -> 65) and use evasion in calculation
-Changed status infliction of Venom Strike/Oily Strike to chance based
-Changed Tornado to target self only with 35% HP damage with 160 faith-based hit rate and have chance to inflict Slow status
-Decreased block rate of Cloth weapons (50 -> 40)
-Decreased block rate of Defender (50 -> 40) and add equip Shell status
-Decreased block rate of Main Gauche (50 -> 35)
-Decreased CT of crush abilities (2 for Helm, 3 for Accessory, 4 for Armor, and 5 for Weapon)
-Decreased CT of Protectja/Shellja/Hasteja/Slowja abilities (7 -> 5)
-Decreased CT of Salamander ability (13 -> 12)
-Decreased damage factor of Ama-no-Murakumo ability (14 -> 13)
-Decreased damage factor of Ashura ability (8 -> 7)
-Decreased damage factor of Kotetsu ability (12 -> 10) and has Dark element attribute added
-Decreased damage factor of Migardsormr ability (20 -> 18)
-Decreased damage factor of Nanoflare ability (8 -> 7)
-Decreased damage factor of Odin ability (38 -> 34)
-Decreased damage factor of Meteor ability (42 -> 40)
-Decreased damage factor of Ramuh ability (22 -> 20)
-Decreased Gastrophetes' weapon power (10 -> 9)
-Decreased hit rate of Wall ability (200 -> 160) and decrease CT (5 -> 4)
-Decreased HP Growth on Mime job (6 -> 7)
-Decreased HP Growth on White Mage job (10 -> 11)
-Decreased HP Multiplier on Dragoon job (110 -> 100)
-Decreased MA Growth on Monk job (51 -> 52)
-Decreased MA Multiplier on Arcanist job (135 -> 125)
-Decreased MA Multiplier on Geomancer job (100 -> 95)
-Decreased MP Growth on Knight job (15 -> 16)
-Decreased MP Multiplier on Squire job (75 -> 70)
-Decreased MP Multiplier on Knight job (80 -> 60)
-Decreased PA Growth on Dragoon job (40 -> 45)
-Decreased PA Growth on Mime job (35 -> 38)
-Decreased PA Growth on Orator job (50 -> 60)
-Decreased Speed Growth on Holy Knight job (98 -> 100)
-Fixed Headband's description with bonus PA increased (1 -> 2)
-Fixed Salve's description Slow status removal changed to Oil
-Fixed Tailwind's description to add Quick status
-Fixed Wizard's Robe's description with bonus MA decreased (2 -> 1)
-Increased bonus HP of Cachusha/Barette (10 -> 30)
-Increased bonus MP of Black Robe (30 -> 40)
-Increased CT of Leviathan ability (13 -> 14)
-Increased damage factor of Chirijiraden ability (20 -> 21)
-Increased damage factor of Titan ability (24 -> 28)
-Increased healing factor of Choco Cure ability (3 -> 4)
-Increased hit rate of Corruption ability (100 -> 120)
-Increased hit rate of Carbuncle ability (150 -> 160)
-Increased hit rate of Fervor ability (120 -> 140)
-Increased hit rate of Graviga ability (120 -> 140) and remove chance to inflict Slow status
-Increased hit rate of Guardian Nymph ability (45 -> 65), effect area (1 -> 2), vertical (0 -> 3), and don't hit enemies
-Increased hit rate of Induration ability (120 -> 130)
-Increased hit rate of Shell Nymph ability (45 -> 65), effect area (1 -> 2), vertical (0 -> 3), and don't hit enemies
-Increased hit rate of Sylph ability (150 -> 170) and decrease CT (7 -> 5)
-Increased HP Growth on Archer job (11 -> 10)
-Increased HP Growth on Knight job (10 -> 9)
-Increased HP Growth on Monk job (9 -> 8)
-Increased HP Multiplier on Mime job (140 -> 150)
-Increased HP Multiplier on Monk job (135 -> 140)
-Increased Javelin II's weapon power (18 -> 20)
-Increased Katana's weapon power scaling with brave formula in consideration
-Increased MA Growth on Arcanist job (46 -> 40)
-Increased MA Growth on Black Mage job (48 -> 47)
-Increased MA Growth on Chemist job (50 -> 48)
-Increased MA Growth on Dragoon job (55 -> 52)
-Increased MA Growth on Mime job (40 -> 38)
-Increased MA Growth on Mystic job (48 -> 47)
-Increased MA Growth on Orator job (48 -> 45)
-Increased MA Growth on Summoner Mage job (47 -> 42)
-Increased MA Growth on Time Mage job (47 -> 45)
-Increased MA Multiplier on Mime job (115 -> 150)
-Increased MA Multiplier on Samurai job (95 -> 100)
-Increased MA Multiplier on Time Mage job (125 -> 135)
-Increased MP Growth on Archer job (15 -> 14)
-Increased MP Growth on Chemist job (16 -> 14)
-Increased MP Growth on Divine Knight job (15 -> 12)
-Increased MP Growth on Mime job (30 -> 12)
-Increased MP Growth on Orator job (18 -> 12)
-Increased MP Growth on Samurai job (14 -> 13)
-Increased MP Multiplier on Archer job (65 -> 70)
-Increased MP Multiplier on Chemist job (75 -> 80)
-Increased MP Multiplier on Mime job (50 -> 80)
-Increased PA Growth on Black Mage job (60 -> 55)
-Increased PA Growth on Holy Knight job (48 -> 45)
-Increased PA Growth on Machinist job (50 -> 45)
-Increased PA Growth on Monk job (48 -> 45)
-Increased PA Growth on Mystic job (60 -> 55)
-Increased PA Growth on Squire job (50 -> 48)
-Increased PA Growth on Time Mage job (65 -> 60)
-Increased PA Multiplier on Mime job (120 -> 140)
-Increased Move on Mystic job (3 -> 4)
-Increased number of ticks duration for Poison/Regen status (36 -> 48)
-Increased Speed Growth on Dragoon job (100 -> 95)
-Increased Speed Multiplier on Archer job (100 -> 110)
-Moved Auto-Potion back to Orator job
-Moved Concentration back to Mime job
-Moved Vanish back to Ninja job with status duration added for 20 ticks
-Removed bonus +1 MA from Luminous Robe
-Removed Dual Wield from Knight's Sword description
-Removed Holy/Flare/Meteor/Bahamut abilities from Arcanist's skill set
-Reverted Dark element attribute on Kotetsu weapon and its ability
-Reverted Evasion on Dragoon job
-Reverted MP cost scaling of Fire/Ice/Thunder spells including summon
-Reverted Move on Divine Knight job
-Reverted PA Growth on Arcanist job
-Reverted weapon power reduction on Obelisk and Holy Lance
-Toughened up Dycedarg with Safeguard but you can get Defender as War Trophy after defeating his Lucavi form
-Toughened up Elmdore with Concentration and Safeguard but you can get Masamune as War Trophy after defeating him
-Toughened up Gaffgarion with Safeguard but you can get Blood Sword as War Trophy after defeating him



Download

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

FFT WotL - Valeria 1.5 (PSP USA): https://www.mediafire.com/file/ads77c7c7z8rx3u
FFT WotL - Valeria 1.5 (PSP EUR): https://www.mediafire.com/file/tkfsj1deie7688f

For full release information, please check this link below.

http://ffhacktics.com/smf/index.php?topic=11872.0



I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)
Title: Re: FFT: WOTL - Valeria 1.5.1 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on December 25, 2018, 07:13:36 pm
Valeria 1.5.1 is out now with cure spells fixed. I forget that formula used in cure spells requires status infliction so I'll put Regen status back now. I'll also make Archer's Venom Strike and Oily Strike to have 100% status infliction too.

These changes are made before releasing on X'Mas and it seems I made some mistakes there. I also have something left to be done too which is Time Mage skill set and reworked Arcanist abilities. Now Time Magicks will be more powerful from 0.25-0.5x damage to 0.35-0.65x damage. I also fixed missing information about added effect status too.

1.5.1
-Added missing effect information on reworked skills
-Changed Venom Strike/Oily Strike to have 100% status infliction again
-Changed Tornado ability to always inflict Slow status on hit but will not affect unit with Slow status immunity
-Decreased hit rate of Gravity ability (190 -> 180) and increased damage factor (25 -> 35)
-Fixed Cure/Cura/Curaga spells not working because status infliction is required so Regen status was added back
-Increased damage factor of Graviga ability (50 -> 65) and reverted effect area back to 1
-Increased damage factor of Poison ability (12 -> 20)
-Increased hit rate of Haste/Slow ability (180 -> 200)

FFT: WotL - Valeria 1.5.1 (PSP USA) - https://www.mediafire.com/file/d9hd0dekfzadqy2
FFT: WotL - Valeria 1.5.1 (PSP EUR) - https://www.mediafire.com/file/ufc9wfixg496m64


Tornado may not deal much damage but at least it's stronger than original Gravity and can Slow enemies too which can be very useful in some situation. :)
Title: Re: FFT: WOTL - Valeria 1.5.1 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on January 14, 2019, 03:12:13 am
FFT: WOTL Valeria 1.5.2 - Pillars of Magicks re-balance

Hi everyone. I hope you enjoy FFT Valeria 1.5 update. There's a lot of changes that help us reacher to the ideal of every job and abilities are useful without game breaking balance. However, it seems balancing spells is yet to be completed.

In my 1.5 run, I noticed a few things that needed to be addressed which are.

1. I never see Blind/Silence status infliction applied to my units. My best bet is Thief swinging Blind Knife/Mage Masher to inflict one but I haven't seen that yet from few story battles I can have
2. Summoner uses only basic spells because Titan has too long CT to cast on my units
3. Protectja/Shellja/Hasteja/Slowja spells are useless because it takes longer CT and MP cost for no effective gain to use over basic spells
4. Summon > Black/White Magicks in terms of HP damage/recovery and Toad/Death spell won't be enough to cover it

Moogle and Faerie can heal pretty well and Summon has good enough damage and high level summon can outclass black magicks signficantly. The main reason I use White Magicks is for party buff and revive now.

Some people also addressed issues about increased CT in WOTL's summon so I think this will be a good opportunitiy to re-balance magicks again for these four main jobs.



[White Mage]

Cure spells will have radius and vertical expanding on every tier for wider range of use. Curaga with 3 radius and Curaja with 4 radius that won't heal enemies will be very useful.

In compensation of expanding radius on -ga and -ja tier, healing factor was changed from 30/40/60/100 to 25/35/50/100 and hit rate was changed from 255/240/220/200 to 200/220/240/255.

I also changed Protect/Shell to have CT 4 with hit rate 180 and Protectja/Shellja to have CT 2 with hit rate 240 making -ja tier buff becoming more useful. Holy won't have chance to inflict Silence status anymore.

Since permanent Reraise is no longer available, I decided to revamp revive mechanics to decrease MP cost of Raise, CT of Arise and buff hit rate/CT Reraise to be more useful fitting 1000JP to learn.

[Black Mage]

As Black Magicks already have spells like Toad and Death with strong status infliction, I decided to revamp spells in 4-tier Black Magicks with chance to inflict status and range as below.

-Radius and Vertical will keep expanding on every tier like improved Cure spells
-All 4-tier spells will have chance to inflict status (Fire - Blind, Thunder - Silence, Blizzard - Stop)
-Specific boosts for Thunder (less CT) and Blizzard (more damage) will be removed

This way, ja spell will hit at closer level to Leviathan with the same radius and vertical and have the same MP cost. Summon won't hit allies and have longer CT but Black magicks has chance to inflict status and have shorter CT.

Since story battles has a few black mages too, you'll come across one of them casting spell to inflict Blind/Silence/Stop status more often making Echo Herb/Eye Drops being more useful to have.

Since status infliction won't have high chance to trigger, there shouldn't be difficulty spike with these changes. Flare will cost 50MP and has 46 damage factor for effective re-balance too.

[Time Mage]

Haste/Slow to have CT 4 with hit rate 180 and Hasteja/Slowja to have CT 2 with hit rate 240 making -ja tier buff becoming more cost effective like changes I applied to White Magicks.

Gravity/Graviga sems to perform fine so I'll leave as is for now. Meteor however was weaken a lot from PSX version with 60 damage factor so I'll buff this one up a bit to 45.

[Summoner]

PSX version has basic summon at CT 4, Titan at CT 5, and even Bahamut will have CT 10 only which make Summon a lot slower to use without Swiftness in WOTL.

I thought it was finely balanced personally but some people who played PSX version before may find it too slow to use so I decided to decrease CT of most Summon abilities with some adjustments.

I actually started from Summon re-balance first then apply re-balance to other spells later to make sure 4 main magicks are strong enough without losing to others.



1.5.2
-Added chance to inflict Stop status with 4-tier Blizzard abilities from Black Magicks
-Added chance to inflict Blind status with 4-tier Fire abilities from Black Magicks
-Added chance to inflict Silence status with 4-tier Thunder abilities from Black Magicks
-Changed 4-tier CT scaling of Thunder abilities to 3/4/6/8
-Changed 4-tier damage scaling of Blizzard abilities to 14/17/23/32
-Changed 4-tier range scaling of Cure/Fire/Thunder/Blizzard abilities to 0-0/1-1/2-2/3-3
-Changed Cure spells healing factor ratio (30/40/60/100 -> 25/35/50/100) and hit rate (255/240/220/200 -> 200/220/240/255)
-Changed Poison Strike/Oily Strike status infliction to be chance based
-Changed Potions' price to 100/350/1000 in consideration with Auto-Potion being back instead of nerfing restored HP amount
-Changed Protect/Shell/Haste/Slow to have hit rate 180 and CT 4
-Changed Protectja/Shellja/Hasteja/Slowja to have CT 2
-Changed Raise ability to have hit rate decreased (200 -> 180) and MP cost decreased (10 -> 8)
-Decreased CT of Bahamut ability (15 -> 13)
-Decreased CT of Carbuncle ability (5 -> 4)
-Decreased CT of Faerie ability (7 -> 6)
-Decreased CT of Ifrit ability (7 -> 6)
-Decreased CT of Leviathan ability (14 -> 10)
-Decreased CT of Salamander ability (12 -> 10) and increased damage factor (34 -> 36)
-Decreased CT of Shiva ability (7 -> 6)
-Decreased CT of Titan ability (10 -> 8) and decreased damage factor (28 -> 27)
-Decreased CT of Odin ability (13 -> 10) and increased damage factor (34 -> 36)
-Decreased CT of Zodiark ability (17 -> 15)
-Decreased MP cost of Golem ability (40 -> 36)
-Decreased MP cost of Quiescence ability (16 -> 8)
-Decreased MP cost of Sylph ability (26 -> 24)
-Decreased damage factor of Flare ability (48 -> 46), removed chance to inflict Blind status, and decreased MP cost (60 -> 50)
-Decreased damage factor of Shiva ability (22 -> 20)
-Decreased hit rate of Arise ability (180 -> 160)
-Decreased hit rate of Revive ability (70 -> 65)
-Decreased price of Remedy (350 -> 250)
-Increased damage factor of Meteor ability (40 -> 45) and decrease CT (16 -> 15)
-Increased hit rate of Reraise ability (160 -> 200) and decreased CT (7 -> 6)
-Removed chance to inflict Silence status with Holy ability

With introduction of more status infliction on Black Magicks and Auto-Potion becoming top rated reaction for beginners, I decided to increase price of potions to 100/350/1000 and decrease price of Remedy (350 -> 250).

Auto Potion might seem useful to have but each trigger will cost you more especially if you don't grind much and want to save up money for Tynar Rogue. It's better to focus more on not taking hit and make effective turn.

FFT: WotL - Valeria 1.5.2 (PSP USA) - https://www.mediafire.com/file/2wj9uo2pwbln9pm
FFT: WotL - Valeria 1.5.2 (PSP EUR) - https://www.mediafire.com/file/ec6x81j4gjqi6ps

Now I've finished chapter 2 and I'm in preprations with errands and poaching for good weapons for chapter 3. If you have any suggestion after trying 1.5.2 update, please let me know. :)
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: spaniard25 on July 25, 2019, 12:35:53 pm
Hi Windows X,

I've been trying out FFT: WOTL Valeria 1.5.2.  FYI I have always played the PSX version, this is my first playthrough in PSP version.

Note sure if it's your patch, or if it's the PSP version, but hammers are WAY OVERPOWERED.  I'm doing 4x the amount of damage with a hammer vs with a knight sword.  Also, I recall the PSX version there were multipliers on the hammer output, sometimes you would do a fraction of the damage.  In this playthrough I'm seeing 100% max hit damage every hit.

This has made Riovanes castle fights an absolute joke with Ninja class:  Two Morning Stars + Equip Heavy Armor.

Thanks,

Spaniard25

Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on August 09, 2019, 09:52:43 am
Hi. Yes I made the Valeria patch. I changed weapon formula to WP^WP so it can deal more reliable rather than random damage. I personally don't find it being OP but I'll test things out and see i further re-balance is required.
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Visbaluz on August 10, 2019, 01:19:05 am
Spaniard is right ... Great patch btw but he is right . Morning stars (maces in general) always do max damage Even with normal attacks (not weapon strike).

On the other hand axes ser still very lacking , yes , WS helps but why a 2handed weapon is less powerful Than a 1hander with double hand? I mean , if double hand doubles WP of said 1hander. Naturally 2 handed weapons should naturally be twice as strong of said 1 hander (not doublehanded). Think about it. You sacrifice a huge portion of avoidance (and some status/buffs) to get that big 2 hander .. it should hit harder than a same level 1 hander (twice as hard due to double hand chance on 1handers).


In short: buff Axe damage . Pretty much force doublehand on em (they are 2 handed aniway) .

Sorry for the long post . Made an account just to Reply on this wonderful mod.

Dualwield must be nerfed. Maibe get the tactics ogre model, in wich each hit is reduced to 70% . Seems like a huge nerf putting DW clearly Under doublehand BUT the utility of double chances of status effects is way more valuable .. double rend x, double poison/inmobilize/disable/oily strike... Etc etc.

Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on August 10, 2019, 03:03:03 pm
Thank you. I agree that two hand on many weapons makes a broken setup. Dev team were also aware that doubling bow damage or wielding two hand will break the game too so they only allow short range weapons. They should allow only Knife and Ninja blade to be wielded with two hand.

All this time, I've been thinking for a proper solution to address this unfairness of doublehand/dual wield with a few weapons. I'm thinking about making hammer(or flail) as SP*WP so faster can make stronger swing. Designing concepts of unique job skill rather than learning broken skill to use with other jobs.

If I design Ninja being the only job capable of wielding two weapons and you need to use equip support skill to use other weapons, this can be much more manageable for whole class system redesign and allow more possibilities to make proper team balance with all jobs better. Many OP abilities that I removed before can be brought back too though it may force some restrictions like only Chemist can throw items, only Thief can poach monster, Only monk can use martial arts efficiently, etc.
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Visbaluz on August 10, 2019, 03:16:08 pm
I pretty much agree with all the skills that got deleted, yet You kept dualwield, i know is a popular choice but it still breaks the game far worse Than doublehand. Yes only ninjas should be able to DW , and yet they need more nerfs to their HP (glasscannons) or their pA multiplier (lesser hits).

Once again axes still suck , imo their damage should be the best of all melee since u CANT Parry with em . Making equip Axe relevant.

Double hand and Axe solución. Double axes WP across the board but make doublehanded weapons use the random fórmula of axes. That way u pretty much need weapon strike to constantly deliver good damage.
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on August 10, 2019, 04:50:58 pm
Actually, I also considered buffing Axe weapon power too but Squire's weapon strike will make this too OP since the unreliability part is gone. We need to consider weapon power in game progression too. Whole chapter 1-2 won't give you sword power higher than 10 so giving like double WP power will break the balance much worse than Flail.

Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on August 10, 2019, 05:40:20 pm
By the way, what do you guys think about idea of making Geomancy all map range? You can walk on specific tile and use that skill on anywhere but it can also hurt allies too.
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Visbaluz on August 10, 2019, 06:11:48 pm
Geomancy is good as it is , making it unlimited range would move the arquetipe feom a battle Mage (thats what geomancers are) to a run away caster . (Buff axes 😊, so You can actually use em on geos)
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on August 10, 2019, 06:15:25 pm
I guess so. I also have another idea like moving Geomancy to Mystic for all map mage using earth link or rebuild this job with other name and merge Mystic+Orator into a single job.

As for Axe on geo, I did use it and I think it's pretty OP in chapter 2 where it deals 150% of sword I can get before learning dual wield later. I play no grind run also.
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Visbaluz on August 10, 2019, 07:08:20 pm
Nooo 😣 leave geos alone . Ninjas are the ones that should be nerfed . As i previously said, dualwield still breaks the game (should be ninja exclusive , and ninjas should be very fragile) . Geos are well rounded /balanced .

If.any ,.FFT is way too "knghtly" . The 1 clase /job i would love to see is the berserker from TO
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on August 10, 2019, 09:56:15 pm
Well, I asked for ideas of future projects. I think turning Geomancer into Berserker and give Geomancy to mage job as Conjurer for all map mage would be interesting too.

I've been tailoring stats a bit recently like giving some little more buff to some jobs and nerf some a little. Ninja is also one of that. It's 100 PAM right now and I wonder if I should give 90 instead.

To be fair, Ninja job itself isn't really broken but Dual Wield ability on other jobs make it so broken.
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Nyzer on August 10, 2019, 10:35:04 pm
One thing you can do to combat how OP dual wield is would be to restrict which weapons it's compatible with. Since the flag for dual wielding is individually set per item, you could do a sweeping change like restricting it just to daggers and ninjato. The ninjato could then be set to any strength you liked, since IIRC there's no Equip Ninjato skill, and no other generic jobs can equip them - no matter how OP it would be on the ninja, it would only be that strong on the ninja. It's probably the best way to nerf Dual Wield without making it totally useless.

At the very least, it really shouldn't be compatible with Knight Swords. That's just all kinds of broken.

If you wanted, you could even take it off melee weapons entirely and just set it to crossbows, allowing for dual wielding crossbows. The only problem with dual wield on ranged and melee weapons is the possibility of a player equipping one of each, which screws up the attack range.
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on August 11, 2019, 06:40:47 am
Hi. I already removed Knight's Sword from dual wield. Ability to double damage can potentially be broken regardless.
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Visbaluz on August 12, 2019, 06:58:16 pm
Flails deliver way too much damage ie: slasher 16 wp vs morning stars wp16. While the Axe deals a high end of 208 (asuming 13 phisical damage on Char) the morning stars does a wooping 256 (16*16) .AND You can DW em on ninjas . See a patern ? Ninjas and dw. Plus you get to use a shield (not having to sacrifice defender vs Axe) And u get to use a different skill set NOT having to rely pm weapon strike.


Sorry if get to be repetitive. With the ninjas/dw/Axe thing
Title: Re: FFT: WOTL - Valeria 1.5.2 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on August 13, 2019, 01:09:12 pm
The new morning star is nerfed down to WP14 so it'll do 196 damage until you can poach Scorpion Tail to do 324 damage from Hydra. I'm deciding whether I should make Slasher WP21 with consideration of random damage or WP18 with consideration of Weapon Strike.
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on October 25, 2019, 05:27:36 am
FFT: WOTL Valeria 1.5.3 - Re-balance update on weapons and some class adjustments

Hi everyone. It's been a while since the last 1.5.2 release and I'm glad to see people enjoying my mod. There's over one thousand players for latest 1.5.2 update alone which surprised me a lot.

Last few months ago I received reports about some weapons being un-balanced. I thought it would be fine since there's no further upgrades on chapter 4 but time and availability didn't work as planned so I made some adjustments now.

Flail will have weapon power scaling decreased based on WP^WP formula. I want to make this weapon as closed range gun attack with +2WP. Axe will have weapon power increased based on story progression.

Since Axe can make very high damage with Weapon Strike, I was afraid to buff its damage but it shouldn't be that bad comparing to traditional OP dual wield setup. Don't forget normal attack has chance to inflict Slow too.

Aside from weapon patches, I also tried to improve Weapon Strike animation and hope it works a bit better now. There's also minor stats tweaks on some jobs and Flare hits little harder with longer CT too.


1.5.3
-Decreased Flame Mace's weapon power (11 -> 10)
-Decreased Iron Flail's weapon power (9 -> 8)
-Decreased Morning Star's weapon power (16 -> 12)
-Decreased HP Multiplier on Sword Saint job (160 -> 150)
-Decreased PA Multiplier on Ninja job (110 -> 100)
-Decreased Scorpion Tail's weapon power (23 -> 16)
-Decreased Vesper's weapon power (36 -> 20)
-Fixed Weapon Strike showing weapon throw animation glitch
-Increased Battle Axe's weapon power (9 -> 10)
-Increased CT of Flare ability (7 -> 8) and increased damage factor (46 -> 48)
-Increased Evasion on Orator job (5 -> 10)
-Increased Francisca's weapon power (24 -> 26)
-Increased Giant Axe's weapon power (12 -> 14)
-Increased Golden Axe's weapon power (30 -> 32)
-Increased HP Multiplier on Knight job (120 -> 125)
-Increased HP Multiplier on Orator job (80 -> 85)
-Increased Slasher's weapon power (16 -> 20)

FFT: WotL - Valeria 1.5.3 (PSP USA) - https://www.mediafire.com/file/arrxcpskhecz744
FFT: WotL - Valeria 1.5.3 (PSP EUR) - https://www.mediafire.com/file/gnq3d6urn24rkd0

I'm thinking of next update as revamped design. Maybe 1.6 or 2.0 with job's unique skill concept and revamp some more jobs. If you have any suggestion after trying 1.5.2 update, please let me know. :)
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Luizao on November 23, 2019, 02:06:50 pm
Hello everyone!

So I got orator lvl 2 but didn't unlocked summoner, is this a bug?

Thank you
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on November 30, 2019, 02:20:34 pm
Sorry. It's actually level 3. I forget to change level from 2 to 3 after copy paste in Jobs' requirements summary. It's fixed now.
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on December 03, 2019, 03:35:25 pm
Hi. I'm developing a new version now and looking for people to help me testing beta version for feedback and improvements. Please let me know if you're interested. You can read about current progress from here.

https://www.reddit.com/r/finalfantasytactics/comments/e56wj3/looking_for_beta_testers_to_test_next_generation/
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on December 18, 2019, 01:42:00 pm
Hi. My Mediafire server was hacked so I uploaded new mirrors now. Please check front page for new download link.
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Talcall on December 28, 2019, 06:44:32 am
Heyo, found a bug concerning the onion knight;
The "blue mage" like functionality of the class works to learn the moves, however, they cannot be used in combat. Only the moves fire, ice, thunder breath and charm seem to be workable. If this is a result of the necessity to master other jobs, then I apologise for not knowing this beforehand.
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on December 30, 2019, 04:14:10 am
Quote from: Portalenthusiast on December 28, 2019, 06:44:32 am
Heyo, found a bug concerning the onion knight;
The "blue mage" like functionality of the class works to learn the moves, however, they cannot be used in combat. Only the moves fire, ice, thunder breath and charm seem to be workable. If this is a result of the necessity to master other jobs, then I apologise for not knowing this beforehand.


Thank you for reporting. You mean it's possible to learn the ability but can't be used in battle after learning? Normally it should work after learn on hit. I wonder if it has some restrictions with Onion Knight job. I'll look into it.
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: thiagobprj on February 24, 2020, 02:54:13 pm
HI !
Im enjoying the mod so far and have a couple of questions.
I noticed Healing spells are kinda meh compared to items, my Cure spell heals for 24 on average, so do I need to get units with higher faith to cast those spells ? How do I get higher than 70 faith on generic units since you can't maipulate Faith/Bravery ?

Second question: in regards to the items collected from multiplayer mode, did you add them to the game world or they continue to be exclusive from those modes ?

Thanks for the great job !
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on March 15, 2020, 04:36:04 pm
Quote from: thiagobprj on February 24, 2020, 02:54:13 pmHI !
Im enjoying the mod so far and have a couple of questions.
I noticed Healing spells are kinda meh compared to items, my Cure spell heals for 24 on average, so do I need to get units with higher faith to cast those spells ? How do I get higher than 70 faith on generic units since you can't maipulate Faith/Bravery ?

Second question: in regards to the items collected from multiplayer mode, did you add them to the game world or they continue to be exclusive from those modes ?

Thanks for the great job !

Hi. I'm glad to hear you enjoy Valeria mod. Healing spell is HP percentage based so it will scale better over time. In early game potions will be very useful and you can use healing summon from Summoner for magic power based healing.

If you want to get stronger heal with cure spells, use Cura/Curaga can help healing better though White magicks will not be very powerful enough until later chapters. However, it heals with regen status so that's a lot with regen combined.

For multiplayer items, they're mostly broken items so I won't include them in main game for re-balance purposes. Even 40WP Chaos Blade was nerfed so bad and become Fellsword for Dark Knight job instead. You can get them from multiplayer mode with your friends or second save file if you want to.
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: yamtaro on April 08, 2020, 02:13:55 pm
Hey there, I love the changes made to classes in this mod and it's very good. However, and I know this may seem frivolous, the sound issue with the PSP where sword strikes, thunder, and various effects sound like shit makes the PSP version unplayable for me. I'm sorry I know it may seem ridiculous to some, but I simply can't truly enjoy playing it with these issues. Is there a way to fix the sound issue, or a way to play this mod on the PSX version?
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on April 24, 2020, 08:21:54 am
Quote from: yamtaro on April 08, 2020, 02:13:55 pmHey there, I love the changes made to classes in this mod and it's very good. However, and I know this may seem frivolous, the sound issue with the PSP where sword strikes, thunder, and various effects sound like shit makes the PSP version unplayable for me. I'm sorry I know it may seem ridiculous to some, but I simply can't truly enjoy playing it with these issues. Is there a way to fix the sound issue, or a way to play this mod on the PSX version?

Which PSP model or emulator are you using? To my ears it sounds pretty OK. Maybe you can try PPSSPP Gold with improved sound emulation?
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Oppe on April 27, 2020, 04:24:25 pm
When is the new updoot coming out? 2.0?! can't wait to bravely charge into it!
Title: Re: FFT: WOTL - Valeria 1.5.3 "Ivalice Reborn" (With Valeria Job System completed)
Post by: Windows X on May 05, 2020, 09:17:16 am
Soon. I finished testing monster ability changes. Will need to run Dorter fight for a while and test mechanic changes with status infliction. Here's current design changes.

1. Status infliction from physical jobs like Squire/Knight/Ranger has 55% + MA hit rate with physical evasion. Meaning you can equip shield and cloak to decrease your chance of getting status infliction from them.
2. Status from Orator job will have 10% more chance to hit with magical evasion. It makes orator abilities hitting more frequently on monsters but can be harder on human with magic block.
3. Some status has duration ticks adjusted.

I'm still considering whether I should change others from faith based to fixed hit rate with MA bonus too. It's quite tricky to find the right balance for status infliction not to be too annoying or too inefficient.
Title: Re: FFT: WOTL - Valeria 2.0 "Ivalice Remastered"
Post by: Windows X on May 17, 2020, 04:03:23 am
The wait is over. Valeria 2.0 is finally ready for release. There's a lot of new changes and improvements since version 1.5.3 so I recommend you guys to read the topic again to understand new changes better. Here's changelog for version 2.0 since I can no longer add this in main topic anymore.

2.0
-Added Arcane Defense as an innate ability to Agrias' Holy Knight job
-Added bonus +1 MA to Platinum Dagger
-Added bonus +2 MA to Materia Blade and Artemis Bow
-Added bonus +1 PA to Orichalhum Dirk and Gastrophetes
-Added Brawler as an innate ability to Ramza's Mercenary and Balthier's Sky Pirate job
-Added Concentration as an innate ability to Thief and Luso's Game Hunter job
-Added Defense Boost as an innate ability to Beowulf's Templar job
-Added Doublehand as an innate ability to Ramza's Heretic and Cid's Sword Saint job
-Added Dual Wield as an innate ability to Meliadoul's Divine Knight job
-Added equip status "Regen" to Murasame and Healing Staff as starting status
-Added First Strike reaction ability back to Samurai
-Added Halve MP as an innate ability to Rapha's Skyseer job
-Added Mana Shield ability back to Time Mage
-Added new character Valmafra to join together with Orlandeau with equipment from brave story and Arcanist level 1 unlocked
-Added Swiftness as an innate ability to Marach's Netherseer job
-Added Tame as an innate ability to Mustadio's Machinist job
-Added Weaken ability to Speechcraft skill set decrease target's level with hit rate 50% + MA and add magical evasion
-Changed Ama-no-Murakumo to perform single target attack on effect area 4, damage factor (PA+27)/2 * MA
-Changed Aim scaling with charge time from 1-8 and power from 3-12
-Changed Arcanist's job ability from Defense Boost/Arcane Defense to Teleport
-Changed Archer's job name to Ranger and can equip Knife
-Changed Ashura to perform linear attack with effect area 5, damage factor (PA+16)/2 * MA
-Changed bonus (+1 PA -> +1 Speed) to Air Knife
-Changed Bow's weapon power scaling during chapter progression (1/2/3/4 -> 0/1/1/2)
-Changed chance to inflict status (Stone -> Slow) of Gravija ability
-Changed Chirijiraden as a war trophy from defeating Adremmelech
-Changed Chirijiraden to perform fire elemental single target attack based on weapon range, damage factor (PA+48)/2 * MA
-Changed Defender's to be equipped on enemy level 50
-Changed equipment and abilities of Ramza/Agrias/Gaffgarion in opening battle to be more challenging
-Changed Iaido's abilities to hit both enemies/allies
-Changed Judgement Blade to have Vertical Tolerance added with Vertical increased (0 -> 1)
-Changed Kiyomori to inflict both Protect/Shell status on self
-Changed Kiku-ichimonij to have damage factor (PA+28)/2 * MA, MP cost 16
-Changed Kotetsu to perform dark elemental attack on range 1, effect area 2, vertical 3, damage factor (PA+21)/2 * MA
-Changed Masamune to inflict both Regen/Haste status on self
-Changed Meditate ability to Banish dealing light damage with attack power 16, effect area 0, vertical 0, MP cost 8, CT 3, and JP Cost 300
-Changed monster's abilities to have 3 abilities at least and first tier won't need Beastmaster to unlock extra ability
-Changed monster's reaction ability in Chocobo family to Cup of Life
-Changed monster's reaction ability in Goblin family to Counter tackle
-Changed monster's reaction ability in Bomb family to Critical: Quick
-Changed monster's reaction ability in Piscodaemon family to Nature's Wrath
-Changed monster's reaction ability in Skeleton family to Soulbind
-Changed monster's reaction ability in Ghoul family to Magick Counter
-Changed monster's reaction ability in Jura Aevis family to Vigilance
-Changed monster's reaction ability in Pig family to Critical: Recover HP
-Changed monster's reaction ability in Dryad family to Mana Shield
-Changed monster's reaction ability in Wisenkin family to Bonecrusher
-Changed monster's reaction ability in Malboro family to Regenerate
-Changed monster's reaction ability in Dragon family to Dragonheart
-Changed Murasame to restore 35% of HP, remove Blind/Silence/Poison status on self
-Changed Muramasa to damage factor (PA+32)/2 * MA, have MP cost 20
-Changed number of ticks duration for Blind/Silence status (0 -> 48)
-Changed number of ticks duration for Chicken status (0 -> 16)
-Changed number of ticks duration for Wall status (12 -> 16)
-Changed Onion Knight to learn Doublehand or Dual Wield only after mastered
-Changed Orlandeau's unlocked job to Dark Knight level 1 when joining
-Changed Osafune to damage (30+MA) enemy's MP percentage as a single unit with effect area 4
-Changed one enemy in Zalbagg fight to Dark Knight giving Defender as a war trophy reward after defeating Zalbagg
-Changed Rend Magick to inflict Silence status with physical evadeable hit rate 65% + MA
-Changed Rend Power to Rend Vision inflicting Blind status with physical evadeable hit rate 55% + MA
-Changed Rend Speed to Rend Action cancelling Defending, Charging, and Performing status with physical evadeable hit rate 55% + MA
-Changed Shout to Dawnblade dealing damage similar to Holy Knight ability with damage factor 4, Range 3, Vertical 3, Vertical Tolerance added, and has chance to inflict Blind status
-Changed story battles to have enemy's level scale non-aggressively with party
-Changed Ultima ability with better animation and use faith based magic formula with damage factor 25
-Changed Weapon Strike ability to "Bravely Charge" that has physical evadable 50% + MA hit rate to inflict Chicken status forcing target to retreat at range 1
-Decreased CT of Climhazzard ability (7 -> 5)
-Decreased CT of Crush abilities by 1
-Decreased CT of Gravity ability (6 -> 5)
-Decreased CT of Graviga ability (10 -> 8)
-Decreased CT of Meteorain ability (8 -> 6)
-Decreased CT of Omnislash ability (10 -> 8)
-Decreased damage factor of Cherry Blossom ability (32 -> 30), decreased CT (15 -> 10), and increased JP cost (1000 -> 1200)
-Decreased damage factor of Gravity ability (35 -> 25) but add chance to inflict Slow status
-Decreased damage factor of Graviga ability (65 -> 50) but add chance to inflict Slow status
-Decreased damage factor of Hallowed Bolt ability (3 -> 2), Range decreased (3 -> 2), Vertical increased (1 -> 2) and Vertical Tolerance added
-Decreased Evasion on Dragoon job (15 -> 10)
-Decreased Evasion on Samurai job (20 -> 15)
-Decreased Cure spells' hit rate scaling (200/220/240/255 -> 180/200/220/240)
-Decreased hit rate of Enlighten ability (90 -> 50) and add magical evasion
-Decreased hit rate of Intimidate ability (90 -> 50) and add magical evasion
-Decreased hit rate of Leg Shot/Arm Shot abilities (65 -> 55), use MA as extra hit rate and add physical evasion
-Decreased HP Growth on Ranger job (10 -> 11)
-Decreased HP Growth on Ninja job (12 -> 13)
-Decreased HP Multiplier on Knight job (125 -> 120)
-Decreased MA Multiplier on Time Mage job (135 -> 125)
-Decreased MP Growth on Summoner job (8 -> 9)
-Decreased number of ticks duration for Regen status (48 -> 32)
-Decreased PA Growth on Ninja job (43 -> 45)
-Decreased PA Multiplier on Worker 8 job (142 -> 140)
-Decreased Range of Duskblade ability (3 -> 2)
-Decreased Range of Shadowblade ability (3 -> 2)
-Decreased weapon range of gun (8 -> 6)
-Fixed Cyclone ability not having vertical tolerance applied correctly
-Fixed Huntcraft's learnable abilities to work properly on Onion Knight job
-Fixed Rapha and Marach not joining with Black Mage and Knight job level 8 unlocked
-Increased Chaos Blade's weapon power (18 -> 21)
-Increased CT of Protect/Shell/Haste/Slow abilities (4 -> 5) and Protectja/Shellja/Hasteja/Slowja abilities (2 -> 3)
-Increased damage factor of Aurablast ability (4 -> 5)
-Increased damage factor of Cyclone ability (2 -> 3)
-Increased damage factor of Empowerment ability (33 -> 35) and hit rate (160 -> 180)
-Increased damage factor of Meteor ability (45 -> 50)
-Increased damage factor of Pummel ability (2 -> 3)
-Increased damage factor of Rush ability (0 -> 2)
-Increased damage factor of Shockwave ability (2 -> 3)
-Increased healing factor of Chakra ability (4 -> 5)
-Increased hit rate of Beg ability (90 -> 100) and add magical evasion
-Increased hit rate of Condemn ability (30 -> 40) and add magical evasion
-Increased hit rate of Delirium ability (130 -> 150)
-Increased hit rate of Entice ability (20 -> 30) and add magical evasion
-Increased hit rate of Insult ability (40 -> 50) and add magical evasion
-Increased hit rate of Invigoration ability (160 -> 170)
-Increased hit rate of Mimic Darlavon ability (40 -> 50) and add magical evasion
-Increased hit rate of Stall ability (30 -> 40) and add magical evasion
-Increased hit rate of Trepidation ability (140 -> 160)
-Increased HP Growth on Byblos job (6 -> 5)
-Increased HP Growth on Ramza's CH4 Heretic job (10 -> 9)
-Increased HP Growth on Thief job (11 -> 10)
-Increased HP Growth on Samurai job (11 -> 10)
-Increased HP Multiplier on Worker 8 job (115 -> 120)
-Increased HP Multiplier on Samurai job (80 -> 85)
-Increased Hunting Bow's weapon power (7 -> 8)
-Increased Evasion on Ninja job (15 -> 20)
-Increased JP cost of Holy ability (500 -> 600)
-Increased MA Growth on Ninja job (53 -> 52)
-Increased MA Growth on Ramza's CH2-3 Mercenary job (46 -> 45)
-Increased MA Growth on Ramza's CH4 Heretic job (45 -> 42)
-Increased MA Multiplier on Arcanist job (125 -> 135)
-Increased MA Multiplier on Orator job (100 -> 105)
-Increased Move on Fell Knight job (3 -> 4)
-Increased MP Growth on Mystic job (10 -> 8)
-Increased MP Growth on Samurai job (13 -> 12)
-Increased MP Multiplier on Ninja job (50 -> 60)
-Increased MP Multiplier on Orator job (70 -> 75)
-Increased PA Multiplier on Monk job (125 -> 130)
-Increased PA Multiplier on Ninja job (100 -> 110)
-Increased PA Multiplier on Samurai job (120 -> 125)
-Increased Speed Multiplier on Byblos job (104 -> 105)
-Moved Archer's Bane from Ranger to Monk job
-Moved Belief and Disbelief abilities from Mystic to Orator with 0 CT/MP Cost and have 50 + MA hit rate
-Moved Cup of Life from Arcanist to Summoner job
-Moved Flare from Black Mage to Arcanist with JP cost decreased (1000 -> 800)
-Moved Lifefont from Monk to Geomancer job as an innate ability and unlearnable
-Moved Soulbind back to Arcanist
-Moved Unholy Darkness from Arcanist to Black Mage with learn rate 50%, status infliction removed, CT decreased (7 -> 6), and JP cost increased (400 -> 800)
-Removed Brawler as learnable ability from Monk
-Removed Concentration as learnable ability from Mimic
-Removed CT of Holy Sword abilities and element atttribute so that AI will still use these abilities on unit with Chameleon Robe
-Removed Defend from Special character's innate ability
-Removed Doublehand as learnable ability from Samurai
-Removed Dual Wield as learnable ability from Ninja
-Removed Halve MP as learnable ability from Summoner
-Removed JP cost of Beowulf's Blind ability and Cloud's Brave Slash ability
-Removed Manafont as learnable ability from Mystic
-Removed Swiftness as learnable ability from Time Mage
-Reverted Antidote item and Salve ability back to default removing Oil status removal
-Reverted Auto-Potion ability moving back from Orator to Chemist
-Reverted Bow's weapon range increment (6 -> 5)
-Reverted Gastrophetes's weapon power (9 -> 10)
-Reverted MA Multiplier on Black Mage job (140 -> 150)
-Updated Ramza's jobs description and removed Axe from equippable weapon
Title: Re: FFT: WOTL - Valeria 2.0 "Ivalice Remastered"
Post by: Nyzer on May 17, 2020, 09:52:07 am
You should be able to edit that in. The edit button is at the bottom of the post for me.
Title: Re: FFT: WOTL - Valeria 2.0 "Ivalice Remastered"
Post by: Windows X on May 18, 2020, 03:29:13 am
Thanks but it will exceed maximum text limit if I add those so they can read text file release for more details.
Title: Re: FFT: WOTL - Valeria 2.0 "Ivalice Remastered"
Post by: yamtaro on May 19, 2020, 07:05:29 pm
Holy fuck yes. Took me a min to comment but just wanted to say I've been waiting for this, refreshing this page every morning. Easily the best FFT mod for those coming back after many years, looking to re-experience the base game. It's as though windows X took the original work of the developers and completed the loose ends present in the design of the original game. Many common balance issues or underdeveloped ideas present in the original FFT have been addressed. A very satisfying mod to play and  deserves more praise than it's received thus far.
Title: Re: FFT: WOTL - Valeria 2.0 "Ivalice Remastered"
Post by: Windows X on May 20, 2020, 04:38:45 am
Quote from: yamtaro on May 19, 2020, 07:05:29 pmHoly fuck yes. Took me a min to comment but just wanted to say I've been waiting for this, refreshing this page every morning. Easily the best FFT mod for those coming back after many years, looking to re-experience the base game. It's as though windows X took the original work of the developers and completed the loose ends present in the design of the original game. Many common balance issues or underdeveloped ideas present in the original FFT have been addressed. A very satisfying mod to play and  deserves more praise than it's received thus far.

Thank you. Considering this is like over 20 years old game, it's quite amazing to have a few people keeping this game alive. I hope you'll enjoy Valeria 2.0 and feel free to share feedback with this release for future updates. :)
Title: Re: FFT: WOTL - Valeria 2.0 "Ivalice Remastered"
Post by: Windows X on May 26, 2020, 02:04:27 pm
After big update with version 2.0, it seems some changes related to adding new monster abilities raised the difficulty in some battles too much. In Luso fight, I can use fast acting Ninja with speed bonus equipment throwing Shell to protect Luso.

However, it seems to be too forced and I don't believe in battle design to win with only one forced strategy too. So, I changed Luso's weapon to Defender which has Shell equip status and nerf Gigaflare to have around 70% damage instead.

I felt Gigaflare used by Arcanist being too powerful for a while with wide range, no MP cost, and instant cast. So this will be a good opportunity to re-balance Gigaflare as I hope for. I also nerfed damage Geomancy abilities a little.

It seems status buff/debuff in -ja tier abilities have a bit too long CT. Some of them are slower than original first tier abilities so I decreased CT a bit more to make them becoming more viable for situation that requires urgency.

Some also requested to nerf Monk's offensive damage buff a bit like Aura Blast but Brawler is no longer learnable so it can be weak without buff on other jobs. So I reverted PA Multiplier buff back older 1.5 version.

After playing for a while, it seems Samurai's early abilities are buffed way too high for starting out so I toned down power scaling a bit to match with level progression better to reduce power spike.

Since Defender is now equipped on Luso by default and Zalbagg fight will be in very late game, I changed reward from defeating possessed Zalbagg to Kaiser Shield instead. I hope you haven't reached this part yet.

After looking around for a bit, I also made some adjustments I forgot to do such as changing Death ability to have Doom effect with higher hit rate instead. White Staff will serve its purpose with Doom status being more active now.

Besides Death ability, I also nerfed hit rate of Burial and Reraise a bit as they don't have evasion. They still have considerbly high hit rate. I also added magical evasion on Samurai/Arcanist's offensive abilities for re-balance purposes also.

2.1
-Added magical evasion on Gigaflare/Nanoflare/Migardsormr and Samurai's offensive abilities
-Changed Death ability to inflict Doom status with hit rate increased (120 -> 140)
-Changed Luso's starting weapon to be Defender
-Changed Stall and Beg back to defaults with 5% bonus instead of 10% with magical evasion
-Changed War Trophy reward from defeating Zalbagg to Kaiser Shield
-Decreased CT of Protectja/Shellja/Hasteja/Slowja abilities (3 -> 2)
-Decreased damage factor of Ama-no-Murakumo ability (27 -> 24)
-Decreased damage factor of Ashura ability (16 -> 14)
-Decreased damage factor of Monk's offensive abilities by 1
-Decreased damage factor of Geomancer's abilities (8 -> 7)
-Decreased damage factor of Gigaflare ability (7 -> 5)
-Decreased damage factor of Kotetsu ability (21 -> 18)
-Decreased damage factor of Muramasa ability (32 -> 30)
-Decreased hit rate of Burial ability (65 -> 55)
-Decreased hit rate of Reraise ability (200 -> 180)
-Decreased PA Multiplier on Monk job (130 -> 125)
-Fixed Ranger's job and abilities description to show content in dialogue properly
-Increased Vertical Tolerance of Cyclone ability (1 -> 3)

FFT: WotL - Valeria 2.1 (Info) -  https://www.mediafire.com/file/vl9y0dfl1p89w6t
FFT: WotL - Valeria 2.1 (PSP USA) - https://www.mediafire.com/file/jq5uh8n0k2eovph
FFT: WotL - Valeria 2.1 (PSP EUR) - https://www.mediafire.com/file/uortcuozhvps3p5

Version 2.0 was a bit pressed on time and the was released before finishing all adjustments. This 2.1 release will cover missing parts I wanted to adjust before and fix some issues with 2.0 update.
Title: Re: FFT: WOTL - Valeria 2.1 "Ivalice Remastered"
Post by: azavier on May 30, 2020, 06:20:36 pm
What skills did you give gor Valmafra ? Or are they new abilities
Title: Re: FFT: WOTL - Valeria 2.1 "Ivalice Remastered"
Post by: Windows X on June 01, 2020, 02:38:08 am
Quote from: azavier on May 30, 2020, 06:20:36 pmWhat skills did you give gor Valmafra ? Or are they new abilities

She gets skillset from Cletienne with abilities based on multiplayer mission. Her stats are average but having Manafont+Swiftness passive will make her a great utility unit.
Title: Re: FFT: WOTL - Valeria 2.1 "Ivalice Remastered"
Post by: Dorkistan on June 20, 2020, 02:56:36 am
I can't get this patch to work. I've tried two different emulators and both versions of the patch. Any idea what I'm doing wrong? I'm following the guide here: https://ffhacktics.com/smf/index.php?topic=9379.0
Title: Re: FFT: WOTL - Valeria 2.1 "Ivalice Remastered"
Post by: 3lric on June 20, 2020, 01:04:14 pm
Quote from: Dorkistan on June 20, 2020, 02:56:36 amI can't get this patch to work. I've tried two different emulators and both versions of the patch. Any idea what I'm doing wrong? I'm following the guide here: https://ffhacktics.com/smf/index.php?topic=9379.0

You probably have the wrong region image.
Title: Re: FFT: WOTL - Valeria 2.1 "Ivalice Remastered"
Post by: Dorkistan on June 20, 2020, 11:53:46 pm
Quote from: Elric on June 20, 2020, 01:04:14 pmYou probably have the wrong region image.
No I've tried them both, they both have the same result on two different emulators (screen just goes blank).

I'm able to load other patches just fine.
Title: Re: FFT: WOTL - Valeria 2.1 "Ivalice Remastered"
Post by: 3lric on June 21, 2020, 12:06:16 am
Quote from: Dorkistan on June 20, 2020, 11:53:46 pmNo I've tried them both, they both have the same result on two different emulators (screen just goes blank).

I'm able to load other patches just fine.

Well, the mod works, as i just tested it, so its definitely user error, just because it works with other mods doesnt mean there is nothing wrong with the image
Title: Re: FFT: WOTL - Valeria 2.1 "Ivalice Remastered"
Post by: Dorkistan on June 21, 2020, 12:26:48 am
Yes I know it's user error, I'm looking for insight on what I might be doing wrong. Can you tell me what emulator you're using? For me epsxe and psx are the most reliable, so those are the ones I tried. If there's another you recommend I could seek it out.

Also my copy of the game is .bin with a .cue. Might I have better luck using a .iso? What are you using?

Thanks!

Title: Re: FFT: WOTL - Valeria 2.1 "Ivalice Remastered"
Post by: Dorkistan on June 21, 2020, 12:35:24 am
It's a PSP patch.

User error indeed. :)
Title: Re: FFT: WOTL - Valeria 2.1 "Ivalice Remastered"
Post by: Windows X on June 21, 2020, 04:54:36 am
Yes. This is WOTL PSP version. There's both USA and EUR version too. :)
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on June 21, 2020, 04:57:08 am
FFT: WOTL Valeria 2.2 - More bugs fixed with some adjustments to improve new patches

Hi guys. It's been almost a month after version 2.1 update with some critical issues addressed and resolved. However, there's still one big bug remained that Dragoon doesn't have Ignore Elevation by default and now it's fixed in 2.2 release.

Another I forgot in previous update is adding magical evasion on Celestial Stasis ability. 35 + MA hit rate is still considered high so magical evasion will allow enemies with Shield equipped having some extra evasion for re-balance purposes.

After fixing remaining issues after 2.1, I observe changes I made since Valeria 2 and made some adjustments for better re-balance on some jobs taming OP stats down to more reasonable level and buff some stats to make some jobs performing better.

Summoner will hit harder with 135 MA Multiplier giving more reason to consider using slower mage as Halve MP is not as effective as Swiftness
Arcanist will have weaker MA Multipler but has HP and speed improved so Arcanist can act before Black Mage/Summoner
Orlandeau will no longer have massive HP bonus to keep Chant and Duskblade combo in more reasonable level
Luso will join with stats adjusted as Delita in chapter 4 for more offensive tank role
HP/MP Multiplier of various jobs are adjusted accordingly to new changes in Valeria 2 update

2.2
-Changed Celestial Stasis to use magical evasion in calculation
-Changed Death's ability name to Doom with corrected description
-Decreased HP Multiplier on Geomancer job (110 -> 100)
-Decreased HP Multiplier on Sword Saint job (150 -> 125)
-Decreased MA Multiplier on Arcanist job (135 -> 125)
-Decreased MP Multiplier on Bard job (70 -> 75)
-Decreased MP Multiplier on Game Hunter job (105 -> 100)
-Decreased MP Multiplier on Samurai job (90 -> 80)
-Fixed Dragoon job not having Ignore Elevation as an innate ability
-Increased HP Multiplier on Arcanist job (65 -> 75)
-Increased HP Multiplier on Bard job (65 -> 75)
-Increased HP Multiplier on Dancer job (70 -> 85)
-Increased HP Multiplier on Game Hunter job (120 -> 140)
-Increased HP Multiplier on Ninja job (70 -> 75)
-Increased MA Multiplier on Summoner job (130 -> 135)
-Increased MP Multiplier on Ranger job (70 -> 75)
-Increased MP Multiplier on Geomancer job (95 -> 100)
-Increased PA Multiplier on Game Hunter job (110 -> 120)
-Increased Speed Multiplier on Arcanist job (90 -> 95)


FFT: WotL - Valeria 2.2 (PSP USA) - https://www.mediafire.com/file/spbd6lwwln5c738
FFT: WotL - Valeria 2.2 (PSP EUR) - https://www.mediafire.com/file/e6k5cr1hg0y7y1g

As some people still struggle in Luso fight with Behemoth casting Gigaflare instead of close range attack, Luso now has Defender that will halve magical damage and has higher HP and hit stronger enough to breeze through the fight now.

In my testing days, I used Ninja throwing Maiden Blessing or use Wall to pass this fight but it seems to be too specific to clear so I hope you will be able to enjoy Valeria 2 update without high difficulty spike now.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: illumiajavier on July 11, 2020, 12:48:25 pm
Hi all - First off, fantastic mod. I set up ppsspp gold with a switch controller and I'm having nostalgia overload here.

To the question I have - I'm playing the WOTL with Valeria 2.2 and I'm noticing something odd. I have a party of 4 Mimes and one Dancer, and the Mimes don't seem to copy any of the Dancer abilities, but they do copy her regular "attack target in front of you" mechanic. I tested it with a Bard as well and see the same issue. Am I doing something wrong or is that a mechanic that was removed? I was hoping for a Forbidden Dance barrage or a mass of Slow Dance.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: illumiajavier on July 12, 2020, 09:23:31 am
Quote from: illumiajavier on July 11, 2020, 12:48:25 pmHi all - First off, fantastic mod. I set up ppsspp gold with a switch controller and I'm having nostalgia overload here.

To the question I have - I'm playing the WOTL with Valeria 2.2 and I'm noticing something odd. I have a party of 4 Mimes and one Dancer, and the Mimes don't seem to copy any of the Dancer abilities, but they do copy her regular "attack target in front of you" mechanic. I tested it with a Bard as well and see the same issue. Am I doing something wrong or is that a mechanic that was removed? I was hoping for a Forbidden Dance barrage or a mass of Slow Dance.

And a quick follow-up, but I can't seem to Entice anyone into joining the party that I've come across. They don't have items that are blocking the effect, there just simply isn't a % chance at all?
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on July 22, 2020, 03:59:35 pm
Dance and Song abilities can't be mimiced anymore. I tested Entice skill myself and it worked as Orator main job. Maybe you tried to use on beast outside main job.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Cypherusuh on July 27, 2020, 05:16:42 am
Quote from: illumiajavier on July 12, 2020, 09:23:31 amAnd a quick follow-up, but I can't seem to Entice anyone into joining the party that I've come across. They don't have items that are blocking the effect, there just simply isn't a % chance at all?

I noticed that it's usually happens on Story Quest, although not all unit can't be enticed. Maybe some unit has hidden finger block?

Also, is it just me, or story quest' level adjustment is really brutal?
I got my knight 2-shotted from simple fire, and my mages sniped in 1 crit ._.
And monster-only run on this mod is pretty insane due to enemy thief's poach ability
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on August 08, 2020, 05:31:02 am
Quote from: Cypherusuh on July 27, 2020, 05:16:42 amI noticed that it's usually happens on Story Quest, although not all unit can't be enticed. Maybe some unit has hidden finger block?

Also, is it just me, or story quest' level adjustment is really brutal?
I got my knight 2-shotted from simple fire, and my mages sniped in 1 crit ._.
And monster-only run on this mod is pretty insane due to enemy thief's poach ability

Enemies' level will be slightly higher but shouldn't be that much. The problem is equipment on enemies will scale with their levels. So your equipment will be lower than them if you overgrind and there's Orator's weaken skill to reduce level.

Monster only run can be tough if you let thief finishing monster. I usually deal with thief first or disable them. There're tons of disable skill to make sure thief won't finish your monsters.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: ragnarok12 on August 22, 2020, 03:42:44 pm
I tried applying 2.2 USA patch to my clean WotL (USA) iso and the slowdown fix works on PPSSPP but not on my actual PSP

I figured it out, I forgot I had applied the livepatch slowdown fix to my PSP and that was conflicting with this mod
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: lusciouspear on August 24, 2020, 11:32:50 am
Hi! Brand new to FFT, playing Valeria 2.2 on PPSSPP/Switch. This is impressive work. I'm on the third mission, I choose to "Save Agrath", and he goes and immediately gets himself killed before I even get a turn. Am I doing something wrong?
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Talcall on August 26, 2020, 07:25:48 am
I'd like to report a problem with the ENTD data you've set up,
it doesn't seem like Cid gets the job Dark knight after he joins. could this have something to do with the requirement to kill 20 units, and master the jobs knight and black mage rather than just have them at a level? just postulating, curious if you could see what's up!
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on September 02, 2020, 05:22:12 pm
Quote from: ragnarok12 on August 22, 2020, 03:42:44 pmI tried applying 2.2 USA patch to my clean WotL (USA) iso and the slowdown fix works on PPSSPP but not on my actual PSP

I figured it out, I forgot I had applied the livepatch slowdown fix to my PSP and that was conflicting with this mod

Yeah this one requires clean ISO. :)

Quote from: lusciouspear on August 24, 2020, 11:32:50 amHi! Brand new to FFT, playing Valeria 2.2 on PPSSPP/Switch. This is impressive work. I'm on the third mission, I choose to "Save Agrath", and he goes and immediately gets himself killed before I even get a turn. Am I doing something wrong?

It's RNG and sometimes depends on your unit placement. If you place Chemist closer to Argath, he should try to retreat to backup line and you can save him. You can watch this Valeria 2.0 map for reference.

https://www.youtube.com/watch?v=mWMNoQLvW8k

Quote from: Portalenthusiast on August 26, 2020, 07:25:48 amI'd like to report a problem with the ENTD data you've set up,
it doesn't seem like Cid gets the job Dark knight after he joins. could this have something to do with the requirement to kill 20 units, and master the jobs knight and black mage rather than just have them at a level? just postulating, curious if you could see what's up!

That might be the case. Maybe I should get Dark Knight job unlock requirements with Knight and Black Mage at level 8 too so at least you'll get something if you don't have Dark Knight job unlocked yet.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Nyzer on September 02, 2020, 08:50:16 pm
You can't force the game to unlock Dark Knights for a unit. It doesn't check for the kills or the Mastery. It only generates Job Levels & the learned skills.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on September 03, 2020, 03:39:40 am
If unlock Dark Knight job before Cid joining, will Cid get that job too?
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: lusciouspear on September 14, 2020, 01:20:51 am
Still enjoying, but stuck on the Luso mission. Sometimes he dies before my first turn. Sometimes on my second. My party dies quickly after-- I can't seem to get Shell on them quick enough. Also reflect rings and the White Robe don't seem to help...thanks!
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Nyzer on September 14, 2020, 02:16:49 am
Quote from: Windows X on September 03, 2020, 03:39:40 amIf unlock Dark Knight job before Cid joining, will Cid get that job too?

Don't know how I missed this, but no.

The kills are per unit, not party wide. As is the job Mastery.

Neither of those will be achieved from setting Cid to DK requirements in the Patcher, either.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on September 15, 2020, 01:54:30 am
Quote from: lusciouspear on September 14, 2020, 01:20:51 amStill enjoying, but stuck on the Luso mission. Sometimes he dies before my first turn. Sometimes on my second. My party dies quickly after-- I can't seem to get Shell on them quick enough. Also reflect rings and the White Robe don't seem to help...thanks!

Gigaflare isn't reflectable like magic spell but you can use Maiden's Kiss from Items for immediate effect. Luso also equip Defender with innate shell status and I buffed his HP so he shouldn't go down easily.

Try to separate your group and make sure Gigaflare won't hit multiple units easily. Maybe I should consider changing it from 2-0 to 1-1 instead so it won't be too devastated.

Quote from: Nyzer on September 14, 2020, 02:16:49 amDon't know how I missed this, but no.

The kills are per unit, not party wide. As is the job Mastery.

Neither of those will be achieved from setting Cid to DK requirements in the Patcher, either.

I thought it'd make requirements met by default like mastered Knight/Black Mage. Guess I'll change job requirements to get lv.8 too then.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Talcall on September 15, 2020, 02:07:35 am
if you're giving monsters human abilities, you need to re-balance their magic stat. it is absolutely a must.
end game, squids can deal 999 damage with nature's wrath, necessitating a 1 hit KO
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on September 15, 2020, 07:48:33 pm
Quote from: Portalenthusiast on September 15, 2020, 02:07:35 amif you're giving monsters human abilities, you need to re-balance their magic stat. it is absolutely a must.
end game, squids can deal 999 damage with nature's wrath, necessitating a 1 hit KO

I didn't do that. I gave Monster extra ability from first tier by default So every Behemoth can use Gigaflare without using Novice's skill to unlock it. Only tier 2-3 requires one.

I also made several adjustments like reducing damage output, buff Luso HP and give him Defender with innate Shell to halve Gigaflare damage.

Luso fight is still significantly harder but doable with two main strategies. You can either use Shell or burst DPS to quickly finish them.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Talcall on September 15, 2020, 10:06:13 pm
It isn't just the (rather unfair) difficulty of the Luso fight, it's the squid demons as well
their reaction ability, Nature's Wrath, is extremely overpowered. unless you OHKO them, your Unit is basically guarranteed to be OHKO'd themselves.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: lusciouspear on September 16, 2020, 11:07:08 am
Quote from: Windows X on September 15, 2020, 07:48:33 pmI didn't do that. I gave Monster extra ability from first tier by default So every Behemoth can use Gigaflare without using Novice's skill to unlock it. Only tier 2-3 requires one.

Thanks for the tips, I will keep trying. I do think maybe 1-1 would help. Even with Shell, spongier units take 70-80 damage out of 110 HP so 2 hits will knock them out.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on September 16, 2020, 11:46:24 am
Quote from: Portalenthusiast on September 15, 2020, 10:06:13 pmIt isn't just the (rather unfair) difficulty of the Luso fight, it's the squid demons as well
their reaction ability, Nature's Wrath, is extremely overpowered. unless you OHKO them, your Unit is basically guarranteed to be OHKO'd themselves.

Behemoth having Counter is useful by default so I didn't change it. As for Squid demon, you can use attack that doesn't trigger reaction ability like Godspeed Strike from Archer or Agrias' skill for example. Other skills like Iaido and magic shouldn't trigger it too.

Quote from: lusciouspear on September 16, 2020, 11:07:08 amThanks for the tips, I will keep trying. I do think maybe 1-1 would help. Even with Shell, spongier units take 70-80 damage out of 110 HP so 2 hits will knock them out.

It's group of Behemoth fight so this kind of difficulty will give a bit of challenge. I'm also considering about trying to make it easier too if it's too hard for most people.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: JioCrestfall on October 16, 2020, 11:42:15 am
I've been playing this for a week now and gotta say, pretty balanced overall; always had gripes with how the og got balanced. Anyway, I'm here to report that somehow with a sliver of luck I was able to finish the rescue luso mission and my god, I could not beat that without resorting to save states to 100 percent entice the behemoths. I could say that I probably did not think of a proper strategy for that (although i'm willing to hear any) but I couldn't and hoping this could be addressed soon :3

Nvm didn't see this was addressed mb :3
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Raijinili on October 16, 2020, 09:21:03 pm
Quote from: Windows X on September 16, 2020, 11:46:24 amAs for Squid demon, you can use attack that doesn't trigger reaction ability like Godspeed Strike from Archer or Agrias' skill for example. Other skills like Iaido and magic shouldn't trigger it too.
That seems like something you need to do before the battle. You can end up with a team which can't safely hit.

If you want to make them a strategic enemy which is dangerous to attack, you might want to lower their HP, and maybe their threat level otherwise. I don't think it's thematically appropriate for squids, though.

I'm not sure whether Squids with Nature's Wrath will roll their Reaction twice. It's an oddity in vanilla.

By the way, here are the damage values per level for vanilla Pisco Demons (neutral Zodiac):
lv  min  max
 1   12   15
 2   15   18
 3   18   21
 4   18   21
 5   21   24
 6   21   36
 7   24   40
 8   27   40
 9   27   44
10   30   48
11   30   48
12   33   52
13   36   56
14   36   60
15   52   60
16   52   64
17   56   68
18   60   72
19   60   72
20   64   76
21   64  100
22   68  100
23   72  105
24   72  110
25   76  115
26   76  115
27   80  120
28   84  125
29   84  125
30   88  130
31   88  135
32   92  140
33  120  140
34  120  145
35  125  150
36  125  180
37  130  186
38  135  192
39  135  198
40  140  198
41  140  204
42  145  210
43  150  216
44  150  216
45  155  222
46  155  228
47  160  228
48  165  234
49  165  240
50  204  287
51  204  287
52  210  294
53  216  301
54  216  301
55  222  308
56  222  315
57  228  322
58  234  322
59  234  329
60  240  336
61  240  336
62  246  343
63  252  350
64  252  357
65  258  408
66  258  416
67  264  424
68  315  432
69  315  432
70  322  440
71  322  448
72  329  448
73  336  456
74  336  464
75  343  472
76  343  472
77  350  480
78  357  488
79  357  488
80  364  558
81  364  567
82  371  576
83  378  576
84  378  585
85  385  594
86  440  594
87  448  603
88  456  612
89  456  621
90  464  621
91  464  630
92  472  639
93  480  648
94  480  648
95  488  730
96  488  740
97  496  740
98  504  750
99  504  760
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Raijinili on October 16, 2020, 09:22:36 pm
Quote from: Raijinili on October 16, 2020, 09:21:03 pmThat seems like something you need to do before the battle. You can end up with a team which can't safely hit. You didn't put any in an escort mission, right?

If you want to make them a strategic enemy which is dangerous to attack, you might want to lower their HP, and maybe their threat level otherwise. I don't think it's thematically appropriate for squids, though.

I'm not sure whether Squids with Nature's Wrath will roll their Reaction twice. It's an oddity in vanilla.

By the way, here are the damage values per level for vanilla Pisco Demons (neutral Zodiac):
lv  min  max
 1   12   15
 2   15   18
 3   18   21
 4   18   21
 5   21   24
 6   21   36
 7   24   40
 8   27   40
 9   27   44
10   30   48
11   30   48
12   33   52
13   36   56
14   36   60
15   52   60
16   52   64
17   56   68
18   60   72
19   60   72
20   64   76
21   64  100
22   68  100
23   72  105
24   72  110
25   76  115
26   76  115
27   80  120
28   84  125
29   84  125
30   88  130
31   88  135
32   92  140
33  120  140
34  120  145
35  125  150
36  125  180
37  130  186
38  135  192
39  135  198
40  140  198
41  140  204
42  145  210
43  150  216
44  150  216
45  155  222
46  155  228
47  160  228
48  165  234
49  165  240
50  204  287
51  204  287
52  210  294
53  216  301
54  216  301
55  222  308
56  222  315
57  228  322
58  234  322
59  234  329
60  240  336
61  240  336
62  246  343
63  252  350
64  252  357
65  258  408
66  258  416
67  264  424
68  315  432
69  315  432
70  322  440
71  322  448
72  329  448
73  336  456
74  336  464
75  343  472
76  343  472
77  350  480
78  357  488
79  357  488
80  364  558
81  364  567
82  371  576
83  378  576
84  378  585
85  385  594
86  440  594
87  448  603
88  456  612
89  456  621
90  464  621
91  464  630
92  472  639
93  480  648
94  480  648
95  488  730
96  488  740
97  496  740
98  504  750
99  504  760
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on October 21, 2020, 01:48:20 am
Quote from: JioCrestfall on October 16, 2020, 11:42:15 amI've been playing this for a week now and gotta say, pretty balanced overall; always had gripes with how the og got balanced. Anyway, I'm here to report that somehow with a sliver of luck I was able to finish the rescue luso mission and my god, I could not beat that without resorting to save states to 100 percent entice the behemoths. I could say that I probably did not think of a proper strategy for that (although i'm willing to hear any) but I couldn't and hoping this could be addressed soon :3

Nvm didn't see this was addressed mb :3

Thank you for your feedback. Have you tried Shell/Wall/Reflect abilities that can minimize damage taken from Gigaflare? Could you elaborate why it's so hard to beat this stage with savestate and your party level to fight it? I tested in normal no grind run so level isn't that high and I can beat it with those abilities.

I'll update 2.3 soon with this issue addressed better so your input is highly appreciated to see which direction I should take to make it easier for some players.

Quote from: Raijinili on October 16, 2020, 09:21:03 pmThat seems like something you need to do before the battle. You can end up with a team which can't safely hit.

If you want to make them a strategic enemy which is dangerous to attack, you might want to lower their HP, and maybe their threat level otherwise. I don't think it's thematically appropriate for squids, though.

I'm not sure whether Squids with Nature's Wrath will roll their Reaction twice. It's an oddity in vanilla.

By the way, here are the damage values per level for vanilla Pisco Demons (neutral Zodiac):
lv  min  max
 1   12   15
 2   15   18
 3   18   21
 4   18   21
 5   21   24
 6   21   36
 7   24   40
 8   27   40
 9   27   44
10   30   48
11   30   48
12   33   52
13   36   56
14   36   60
15   52   60
16   52   64
17   56   68
18   60   72
19   60   72
20   64   76
21   64  100
22   68  100
23   72  105
24   72  110
25   76  115
26   76  115
27   80  120
28   84  125
29   84  125
30   88  130
31   88  135
32   92  140
33  120  140
34  120  145
35  125  150
36  125  180
37  130  186
38  135  192
39  135  198
40  140  198
41  140  204
42  145  210
43  150  216
44  150  216
45  155  222
46  155  228
47  160  228
48  165  234
49  165  240
50  204  287
51  204  287
52  210  294
53  216  301
54  216  301
55  222  308
56  222  315
57  228  322
58  234  322
59  234  329
60  240  336
61  240  336
62  246  343
63  252  350
64  252  357
65  258  408
66  258  416
67  264  424
68  315  432
69  315  432
70  322  440
71  322  448
72  329  448
73  336  456
74  336  464
75  343  472
76  343  472
77  350  480
78  357  488
79  357  488
80  364  558
81  364  567
82  371  576
83  378  576
84  378  585
85  385  594
86  440  594
87  448  603
88  456  612
89  456  621
90  464  621
91  464  630
92  472  639
93  480  648
94  480  648
95  488  730
96  488  740
97  496  740
98  504  750
99  504  760

Nature's wrath will counter with Geomancer attack so it won't be that high. Most enemies will come with new reaction abilities too so it's more like some can be surprisingly harder to deal with and I believe this will make players appreciating reaction abilities better.

However, I must admit I didn't test this in level 99 since my mod is based on no grind run but this is manageable with party member using abilities that won't proc nature's wrath or just turn them to stone or dead. At least everyone should bring magic user to attack so that will do.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: JioCrestfall on October 22, 2020, 03:53:20 am
Quote from: Windows X on October 21, 2020, 01:48:20 amThank you for your feedback. Have you tried Shell/Wall/Reflect abilities that can minimize damage taken from Gigaflare? Could you elaborate why it's so hard to beat this stage with savestate and your party level to fight it? I tested in normal no grind run so level isn't that high and I can beat it with those abilities.

I'll update 2.3 soon with this issue addressed better so your input is highly appreciated to see which direction I should take to make it easier for some players.

Honestly, I think that was my fault for not thinking of using shell or reflect XD

Also about why I had to result to using savestates was I just use orator skill to entice one or three of them and let them kill each other and had ramza and another one of my tank to keep them at bay while the other speedy unit i had enticed said behemoths.

On the topic of changing something: I'm still unsure if the range of gigaflare needs to be changed as it was a bit overwhelming for me for me at the time, but actually had a way for me to survive the ordeal. If there were something to suggest is have at least one (or either of the two) holy knight / divine knight skill for T.G. Cid, i know he breaks the game at that point but if i were to add something for him probably, Judgement blade and Crush armor to go well with his shadow sword but that's still all you.

Last thing, I hope you can get dawnblade animation to show damage numbers (if ever that's on top priority or not). Anyways love the hack :3
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: takemura on October 31, 2020, 04:06:22 pm
So I played an earlier version of this mod and just found out that this has a new update and downloaded it.

I am a bit disappointed that mana font was taken away for other magic classes to learn, I always enjoyed to use that ability on other magic classes, I understand the reasoning behind removing it but I consider that other magic classes should have native mana font too like the mystic then.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on November 05, 2020, 05:41:24 pm
Quote from: JioCrestfall on October 22, 2020, 03:53:20 amHonestly, I think that was my fault for not thinking of using shell or reflect XD

Also about why I had to result to using savestates was I just use orator skill to entice one or three of them and let them kill each other and had ramza and another one of my tank to keep them at bay while the other speedy unit i had enticed said behemoths.

On the topic of changing something: I'm still unsure if the range of gigaflare needs to be changed as it was a bit overwhelming for me for me at the time, but actually had a way for me to survive the ordeal. If there were something to suggest is have at least one (or either of the two) holy knight / divine knight skill for T.G. Cid, i know he breaks the game at that point but if i were to add something for him probably, Judgement blade and Crush armor to go well with his shadow sword but that's still all you.

Last thing, I hope you can get dawnblade animation to show damage numbers (if ever that's on top priority or not). Anyways love the hack :3

I'm considering making Gigaflare with self range similar to 3 self big spells from lucavi boss. This should improve game balance and keep it enjoyable enough without nerfing damage/effect area. I tried to make Dawnblade showing number and stuff but I'm not very good with animation. I tried to put some numbers and make change of it but didn't work.

Quote from: takemura on October 31, 2020, 04:06:22 pmSo I played an earlier version of this mod and just found out that this has a new update and downloaded it.

I am a bit disappointed that mana font was taken away for other magic classes to learn, I always enjoyed to use that ability on other magic classes, I understand the reasoning behind removing it but I consider that other magic classes should have native mana font too like the mystic then.

MP Switch with Manafont is broken setup making mage tanking any damage for one turn at the cost of MP. It can be used on job without MP requirements for abuing free tank too so I removed MP switch until 2.0 with Manafont restrictions on Mystic.

Most people also ended up using mages will end up having MP Switch reaction, Swiftness or Arcane Strength support, and Manafont move. So, I want to make of obvious options to become job's unique skill instead. This will give spotlight to secondary options after being ignored for so long.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: darkskyx on November 21, 2020, 03:06:21 am
I spent 1 day playing this mod, I left it because it feels unbalanced and I want to share my experience:
From this mod I like the fact that that some units get free basic skills once you get them, less grinding is good. I like the fact that I can unlock geomancer early on (but that job stills feed underpowered to me). I like the black mage changes, they feel more balanced... But the mod is not on point. The heal changes are that bad that I got somehow stuck in a mission, and leveling up didn't make it better. It felt like a hard mode... Which is, because enemies level up as you are.

The most I hate from this mod are the heal changes, the white mage feels useless AF. If I have a white mage I want him/her to heal... Sometimes pots are not enough, you heal so low and even the heal misses. It would be good to (at least) make that basic cure on 1 unit not miss and don't add that "regen" thing. Just a heal for the early game.
I also dislike the remove Brave/faith manipulation thing. That's a good way to slowly increase yourself in the later stages. I'd prefer if it was nerfed to just 1 point but it should be still there. And well, let's now recap:

Basically, in the early game, your mod feels hard and fast, so I need to find the OP strats behind your changes, and the mod isn't fun that way. I feel like I'm against the clock, and the problem is the heal after all... I can't make use of Regen if I have 50 HP and enemies 2hit KO me. I'd fix that, and some buff on Geomancer damage wouldn't be that bad too ;)

P.S: You should get some ideas from the FFT Emergence mod, where the skills and the jobs are re-balanced, so some units won or losses skills.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on November 21, 2020, 07:35:59 am
Quote from: darkskyx on November 21, 2020, 03:06:21 amI spent 1 day playing this mod, I left it because it feels unbalanced and I want to share my experience:
From this mod I like the fact that that some units get free basic skills once you get them, less grinding is good. I like the fact that I can unlock geomancer early on (but that job stills feed underpowered to me). I like the black mage changes, they feel more balanced... But the mod is not on point. The heal changes are that bad that I got somehow stuck in a mission, and leveling up didn't make it better. It felt like a hard mode... Which is, because enemies level up as you are.

The most I hate from this mod are the heal changes, the white mage feels useless AF. If I have a white mage I want him/her to heal... Sometimes pots are not enough, you heal so low and even the heal misses. It would be good to (at least) make that basic cure on 1 unit not miss and don't add that "regen" thing. Just a heal for the early game.
I also dislike the remove Brave/faith manipulation thing. That's a good way to slowly increase yourself in the later stages. I'd prefer if it was nerfed to just 1 point but it should be still there. And well, let's now recap:

Basically, in the early game, your mod feels hard and fast, so I need to find the OP strats behind your changes, and the mod isn't fun that way. I feel like I'm against the clock, and the problem is the heal after all... I can't make use of Regen if I have 50 HP and enemies 2hit KO me. I'd fix that, and some buff on Geomancer damage wouldn't be that bad too ;)

P.S: You should get some ideas from the FFT Emergence mod, where the skills and the jobs are re-balanced, so some units won or losses skills.

Thank you for your feedback. It seems this mod isn't suitable for you because you seem to enjoy instant pacing type for fun factor rather than slow pacing with strategic planning. Revamping cure spells has been done for years and it works as intended.

Even First Aid which is actually self regen without HP can also work for Novice. Maybe you can observe how enemies play like casting First Aid/Cure and run away. Game is hard because enemies utilize changes I made better than you.

Also, you shouldn't rely on Cure that much in chapter 1. Potion should be more effective at first and it'll lose its usefulness over time while Cure spells will become more effective later with multi-target and higher percentage on higher HP.

Geomancer is actually very good for DPS after Ninja and Samurai. He can use magic efficiently and can equip sword to hit hard too. On top of that, he can equip stats boosting items in later chapters and his Geomancy deals more damage. I also use Geomancer as reliable tank with innate Lifefont + Regen casting Protection and become berserker instead.

I already offer so many options to choose and it seems you didn't even progress to unlock Summoner that can heal with fixed HP like original cure such as Moogle and Faerie. Monk can heal quite well with Chakra too.

What I'm trying to work on Valeria project is to make proper difficulty and progression without punishing and torture players like 1.3. It's still more challenging than vanilla and requires more than simple strategies and powercreep to work

If you find this Valeria being too hard and not fun enough to uncover strategies you can use to beat this game without grinding, maybe you'd better play with mods that allow power spike and simpler strategy to work with.

If you still have passion to git gud on my mod, you can check my YouTube videos from here so you can learn for references.

https://www.youtube.com/user/lucifiarx
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: darkskyx on November 21, 2020, 08:47:10 pm
Quote from: Windows X on November 21, 2020, 07:35:59 amThank you for your feedback. It seems this mod isn't suitable for you because you seem to enjoy instant pacing type for fun factor rather than slow pacing with strategic planning. Revamping cure spells has been done for years and it works as intended.

Even First Aid which is actually self regen without HP can also work for Novice. Maybe you can observe how enemies play like casting First Aid/Cure and run away. Game is hard because enemies utilize changes I made better than you.

Also, you shouldn't rely on Cure that much in chapter 1. Potion should be more effective at first and it'll lose its usefulness over time while Cure spells will become more effective later with multi-target and higher percentage on higher HP.

Geomancer is actually very good for DPS after Ninja and Samurai. He can use magic efficiently and can equip sword to hit hard too. On top of that, he can equip stats boosting items in later chapters and his Geomancy deals more damage. I also use Geomancer as reliable tank with innate Lifefont + Regen casting Protection and become berserker instead.

I already offer so many options to choose and it seems you didn't even progress to unlock Summoner that can heal with fixed HP like original cure such as Moogle and Faerie. Monk can heal quite well with Chakra too.

What I'm trying to work on Valeria project is to make proper difficulty and progression without punishing and torture players like 1.3. It's still more challenging than vanilla and requires more than simple strategies and powercreep to work

If you find this Valeria being too hard and not fun enough to uncover strategies you can use to beat this game without grinding, maybe you'd better play with mods that allow power spike and simpler strategy to work with.

If you still have passion to git gud on my mod, you can check my YouTube videos from here so you can learn for references.

https://www.youtube.com/user/lucifiarx

Thanks for your response. I can understand your changes, you did a good job in general, but I don't find interesing or fun the overall ideas of your project. I find other mods better at improving difficulty while maintaining a nice variety of strategies. I just had to say what I don't like at all about your project. I feel like I'm playing the way the hackmodder wants me to play, and I don't like that. Don't think that I don't like hard challenges or strategical planning, it's just a fact that you nerfed powercreeping on purpose because you don't like it. And it's fine, all kinds of mods should be out there. But I prefer the idea of nerfing and not just disable strategies. Have a nice day.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on November 21, 2020, 09:31:59 pm
Quote from: darkskyx on November 21, 2020, 08:47:10 pmThanks for your response. I can understand your changes, you did a good job in general, but I don't find interesing or fun the overall ideas of your project. I find other mods better at improving difficulty while maintaining a nice variety of strategies. I just had to say what I don't like at all about your project. I feel like I'm playing the way the hackmodder wants me to play, and I don't like that. Don't think that I don't like hard challenges or strategical planning, it's just a fact that you nerfed powercreeping on purpose because you don't like it. And it's fine, all kinds of mods should be out there. But I prefer the idea of nerfing and not just disable strategies. Have a nice day.

It's more like you have X play style and this mod doesn't allow you to play it the way you want to. That's fine. Just fine something else to enjoy. This mod doesn't have specific strategies to beat the game and many cleared it before. I only nerf power creep strategy for veterans who can appreciate the game as it should be. Powercreep is not strategy in my book sorry.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Suco Quente on January 05, 2021, 07:30:33 pm
I started playing this mod on new years eve, and have had a great time exploring this revisited classic. I thought it would be nice to share my experience so far.

INB4, I've never been a fan of hardmodes, those kind of mods looks time-consuming, stress-fueled and always failed me. Challenge must be on a strategic level, and the overall mechanics must not be exploitable to favor any sides, or give at least a slight advantage to the player, instead of some absurd difficulty spikes. Up to mid-chapter 3, Valeria 2.2 delivers an amazing experience, until I decided to grind for some abilities, oh boy, I fucked up trying to have Ramza master Samurai hahah

By grinding some, Ramza, Agrias and Mustadio and two generics got to level 30ish, below 35 for sure, but enough to bring me ruin from there on. The spike difficulty came to Luso's Zeklaus Desert battle. Dude, those Behemoths hit HARD. From there on I've had to save-scum every battle in order to achieve success and not frustrate myself by playing it. Riovanes Castle give some trouble also, Wiegraf wasn't as fear-inducing as he once was in vanilla all those years ago, but Belias and his gargoyles were a bigger threat, they nuked my more fragile members, while giving me less time to react.

So, after some insuccesses, I gave the documentation another good read, and by "exploiting" mediators Weaken, brought my whole team (even those who were far underleved) to level 20ish, Belias suddenly wasn't a threat anymore. But oh man how naive I was to forget about Marquis battle on the roof. Oof, he beat me hard, his Iaidos wipe Rapha in sometimes one to three hits, not considering the Ultima-nukers, insta-killing assassins, charming maids Elmdores assistants in the equation.

I just beat Fort Besselat, opening the hatches in game shows no respect to the astounding picture showed just after the battle. From Riovanes til now, save-scumming slowly became a win condition, and frustation started to hit me. Weaken abuse in order to keep every party member at level 25~ could not bring back fair fight (Meliadoul nukes hard) by itself, so spamming stop/stall became a rule to get me some good prizes (Worker 7 and his fear-inducing Hydras). Well, unfortunately I've lost some interest, even though I really would like to push it a bit further, up to Igros castle showdown, even finish the game without looting Midlight's Deep.

So, wrapping it up, my major complaints are:
- Difficulty progression. Getting some levels over the threshold punishes the player. As you've stated in documentation, balance here is a hard thing to achieve, but I hope that it may be achieved by tweaking other aspects of the game.

- Character progression. 700 to 1000 JP prices are far too expensive and will require grind, or else the player sacrifice some good spells along the way in order to get those higher JP costs abilities.

- Encourage player to get to the latter chapters more quickly without making the game easier. I really don't know how to approach this, but the more appealing characters with exclusive jobs (Bewoulf and Reis are AMAZING, Cloud really functions with CT reduced limits, even without Swiftness) are locked by the own game story. And by then, try to get some abilities for them forces the player to Weaken abuse once again.

Well, not all my thoughts about this amazing hack are cries over my inaptitude to plan accordingly, with mechanics in mind and everything else that is required to press onward. I really feel that a true fan of FFT did some great changes: Knights new kit, Archers as great debuffers, major balance over every class, removing the most broken dual-wielding combos, calculators being the most broken class final fantasy franchise has ever witnessed. Needed buffs were applied and giving purpose to needless and/or overshadowed items, well, about every touched mechanic is a good revamp to the vanilla formula, breathing more life to this game. You deserve every praise for your hard work. Really, you slapped some happy smiles on me, a rather vanilla player who was thisty for a good FFT mod.


--
Disclaimer: Sorry for the long post, and so sorry if something is ambiguous or hard to read, I'm not an english native-speaker and have been in touch with the language mainly through games.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on January 07, 2021, 01:23:48 pm
Quote from: Suco Quente on January 05, 2021, 07:30:33 pmI started playing this mod on new years eve, and have had a great time exploring this revisited classic. I thought it would be nice to share my experience so far.

INB4, I've never been a fan of hardmodes, those kind of mods looks time-consuming, stress-fueled and always failed me. Challenge must be on a strategic level, and the overall mechanics must not be exploitable to favor any sides, or give at least a slight advantage to the player, instead of some absurd difficulty spikes. Up to mid-chapter 3, Valeria 2.2 delivers an amazing experience, until I decided to grind for some abilities, oh boy, I fucked up trying to have Ramza master Samurai hahah

By grinding some, Ramza, Agrias and Mustadio and two generics got to level 30ish, below 35 for sure, but enough to bring me ruin from there on. The spike difficulty came to Luso's Zeklaus Desert battle. Dude, those Behemoths hit HARD. From there on I've had to save-scum every battle in order to achieve success and not frustrate myself by playing it. Riovanes Castle give some trouble also, Wiegraf wasn't as fear-inducing as he once was in vanilla all those years ago, but Belias and his gargoyles were a bigger threat, they nuked my more fragile members, while giving me less time to react.

So, after some insuccesses, I gave the documentation another good read, and by "exploiting" mediators Weaken, brought my whole team (even those who were far underleved) to level 20ish, Belias suddenly wasn't a threat anymore. But oh man how naive I was to forget about Marquis battle on the roof. Oof, he beat me hard, his Iaidos wipe Rapha in sometimes one to three hits, not considering the Ultima-nukers, insta-killing assassins, charming maids Elmdores assistants in the equation.

I just beat Fort Besselat, opening the hatches in game shows no respect to the astounding picture showed just after the battle. From Riovanes til now, save-scumming slowly became a win condition, and frustation started to hit me. Weaken abuse in order to keep every party member at level 25~ could not bring back fair fight (Meliadoul nukes hard) by itself, so spamming stop/stall became a rule to get me some good prizes (Worker 7 and his fear-inducing Hydras). Well, unfortunately I've lost some interest, even though I really would like to push it a bit further, up to Igros castle showdown, even finish the game without looting Midlight's Deep.

So, wrapping it up, my major complaints are:
- Difficulty progression. Getting some levels over the threshold punishes the player. As you've stated in documentation, balance here is a hard thing to achieve, but I hope that it may be achieved by tweaking other aspects of the game.

- Character progression. 700 to 1000 JP prices are far too expensive and will require grind, or else the player sacrifice some good spells along the way in order to get those higher JP costs abilities.

- Encourage player to get to the latter chapters more quickly without making the game easier. I really don't know how to approach this, but the more appealing characters with exclusive jobs (Bewoulf and Reis are AMAZING, Cloud really functions with CT reduced limits, even without Swiftness) are locked by the own game story. And by then, try to get some abilities for them forces the player to Weaken abuse once again.

Well, not all my thoughts about this amazing hack are cries over my inaptitude to plan accordingly, with mechanics in mind and everything else that is required to press onward. I really feel that a true fan of FFT did some great changes: Knights new kit, Archers as great debuffers, major balance over every class, removing the most broken dual-wielding combos, calculators being the most broken class final fantasy franchise has ever witnessed. Needed buffs were applied and giving purpose to needless and/or overshadowed items, well, about every touched mechanic is a good revamp to the vanilla formula, breathing more life to this game. You deserve every praise for your hard work. Really, you slapped some happy smiles on me, a rather vanilla player who was thisty for a good FFT mod.


--
Disclaimer: Sorry for the long post, and so sorry if something is ambiguous or hard to read, I'm not an english native-speaker and have been in touch with the language mainly through games.

Thank you for sharing your feedback. I understand that Luso's fight is one of highest difficulty jump and I used to have similar cases with some battles in vanilla like saving Agrias and Rapha. Dealing with NPC is always tricky.

At first release I thought using high speed Ninja job to cast Shell/Wall/Reflect on Luso will do but people still struggle a lot about it so I changed Luso's weapon to Defender with innate Shell to help with Gigaflare nerf.

Still, it's not proper way to make everyone enjoy this so I changed Gigaflare to have self range in developing 2.3 and believe this should address difficulty spike so far. It was close to completion but I have to visit my parents before releasing so I'll release it when I get back.


Wiegraf fight wasn't that hard to me during testing run but it's probably because I play with no grind run so it's around the same level as I play before so no difficulty spike on my part. Maybe it'll be harder on higher levels with limited gear which is one thing I feared about level scaling.

About Gargoyles part, I usually use one faster attacker to bait Gargoyles with Ramza spamming attack. Ninja with Equip Heavy Armor and Geomancer/Samurai with Blood Sword can work to sustain longer. Then spam Holy damage on Belias. You don't need to kill Gargoyles.

However, I also added Weaken so you can exploit weakening Ramza to nerf enemies level. This can reduce difficulty to make tough fights easier and you can grind him back later. I'm never a fan of over grind so players who prefer high level can adapt play style as you see fit.

Valeria 2 is the most ambitious update taking many aspects to realize my vision so it took so god damn long time to release 2.0 despite not having everything implemented. 2.3 Will cover remaining parts of Samurai job that you love so much with elemental attribute and some adjustments.

Getting level scaling done right for both no grind and over grind is impossible due to gear limitations. I put my best effort to change all equipment attributes for this feature that I one day hope to realzie and trust me this is a lot realistic and reasonable compared to others.

As for high JP cost spells, that's what you should plan on making party from beginning and special characters that join will have jobs unlocked to reduce grinding a bit. In my run I always plan about what these units plan to do in the end and make use of JP Boost during early stage for JP farming.

Once I can get good core abilities, I stopped using JP grind and enjoy the game with support skill that can help. I also have a run with Ramza as Samurai and duel fight can manage with Blood Sword with some support like White Magicks/Items/Auto Potion/Counter.

You can't expect 1500JP to be easily obtained like 500JP as that will break game balance. That's not possible unless I can somehow add job level requirements on skill. I also tried reducing JP cost but then player will abuse it and cheese content. Maybe I can rework strong summon with lower damage and add debuff with lower JP if you agree.

Anyway, there's a lot of exploits to learn high cost spells without JP farming. I sometimes learned higher tier spells from enemies and also cast on allies to teach each other too. You can grind generic through errands and crystalize them to learn or use confuse on them to cast spell on you to learn also.

Despite the options you can choose, please keep in mind that high level scaling isn't what the game was designed for and every high level scaling challenges will need strategies and plans for adjustments to play properly. With right abilities and team setup, you can make it and my is the most compromise one among them.

As for unique characters in chapter 4, It's not like I never considered it but they're really good with great items that come with too. Trying to make them join earlier with some hacks will result losing some items and make content with them too easy.

Maybe your first run isn't smooth enough but you can plan and try to learn new mechanics better and enjoy the second, third, or forth in future like when 2.3 comes out with changes that should work with you better.

To be honest, I'm still waiting for more feedback about the game so that I can see where other players see in different aspects. Level scaling is one thing I always feel it's not 100% done despite all the effort I prepared for years before implementing. But workaround I prepared should give some rooms and glad to see you used that. :)

P.S. I'm also vanilla fan trying a few mods and felt like they are not FFT I remembered and decided to make no grind run mod since I love FFT but hate grinding. I didn't expect simple no grind mod to progress this far lol.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: runa08 on January 18, 2021, 02:16:16 am
Hi im new here, how can i apply the downloaded fft valeria mod into my original fft wotl iso? Thankyou in advance.
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Suco Quente on January 19, 2021, 08:04:06 pm
Hello Windows X! I'm really sorry for the long time I took to read your answer. I've spent the last 10 days playing Cerabow PSX Mod, his mod addresses some of my observations of yours, but there some aspects that Valeria shines brighter. I've just completed Dycedarg showdown in Igros Castle and will put my thoughts for you and for Cerabow likely, because I think that both mods could learn from each other while being distinct, unique.

Grind aspects, different approaches and different outcomes:
Firstly, I'd like to highlight that while Valeria required me some random battle grinds, during my Cerabows mod playthrough, I had one random battle during each chapter to poach some items. I really can't decide if its healthy to skip random battles, because in Valeria it was almost needed if I wanted some good abilities, while in Cerabow I got to chapter 4 with at one mastered job per character (my most used characters were the same on both: Ramza, Mustadio, Agrias, one female magic-oriented unit, one female melee-oriented unit), during my Valeria playthrough I had to grind in moderately, consequently raising enemies levels and items.

During my Cerabow playthrough I took Windows X recommendation in mind and fairly abused crystal abilities inheritance, this let me had better skills earlier than intended.

Now, what really gives Cerabow an edge is Propositions/Errands. Letting the player send unique units to Propositions/Errands surely sped up grind (addressing my complaint about characters that come way too late to prove useful), mitigating the need to engage in random battles. By introducing this matter, it is wise to discuss:

JP Cost issue:
I think that Cerabow approach to JP cost is healthier than Valeria, tuning down JP gain per action by removing JP Boost let the player focus on other Support abilities equally useful (Throw Item, Equipe Armor, Stat Boosts comes to mind). Lowering JP costs also gave slow yet steady sensation of progression within the current job, and let me choose which way to specialize my characters.

Though healthier, Cerabow approach ease the overall difficulty, by chapter 4, Ramza, Mustadio and my female-melee oriented unit had 3 mastered jobs and some neat support abilities, virtually giving them a defined identity to the rest of the game. While not cheesing the game, surely it let me deviate a lot more from the given identity I choose for them and try wilder set-ups without losing their previous identities.

Specific jobs suggetions and observations:
[Ramza] exclusive jobs:
Excluding Valerias Chicken-inducing OP ability, both approaches are well placed: Valeria gives Ramza a Holy Knight vibe with Dawnblade and diverse buffs to the party. Cerabow give Ramza great Dark Knight abilities with Void Strike and Night Sword, but takes nothing from him, he feels almost overpowered when equiped with a Sword/Knightsword. I say: either approach is valid and give Ramza interesting roles to play. Cerabow should nerf him a bit by removing some of his party buffs and make them self buffs.

[Mustadio] Vanilla-archer skin versus Engineer:
Even though Valeria approach lacks variety, Mustadios Aim trully does what it proposes to do: raw, pure damage. It feels nice, it's rewarding and let him be whatever he want to be (archer locker, gunslinger/debuffer Orator, healing Chemist), without losing his character and damage.
On the other side, Cerabow's Mustadio is a respectable support unit, but overlaps with Chemist fantasy, it fails to give him freedom of choice and locks him to a status-inducing, support-oriented unit.

[Agrias] Paladin versus Inquisitor:
Generally in Vanilla Agrias is a weaker Cid, and is easily shadowed by her peer. Cerabow tries to mitigate that by giving her nice healing tools with Oblation Blade and Wish, fulfilling a Paladin fantasy that fits well with her character. MP Costs are lower than they should be, allowing player to abuse her area damage.
Valeria opt to keep her offensive tools and weigh the damage down. By taking off Cid access to Holy Knight's abilities, it garantees that Agrias remains useful through the campaign as a consistent damage dealer.
Just like Ramza, both approaches to Agrias are promising and are equally interesting, I tend to like the Paladin approach more, but it doesn't outshine off Valeria's Agrias usefulness.

[Bewoulf] Drain Bot:
I've always liked Bewoulf, I really don't know why, his brief story arc with Reis, his abilities, his galant-looking garb. I've used him since my first time playing vanilla FFT all those years ago, and he never failed me to deliver his fantasy.
How can I say it? In either mod, his status inducing moves and consistent damage really delivers. Nerfing him would put him in bad position if compared to Orator and other status inducing classes, and buffing him would surely make him far too OP. In many, many cases, a team without Bewoulf is inferior to a team with Beowulf.

[Rapha] prodige child:
Oh boy, Rapha is a weird girl to use, but feels rewarding to. I tried my best to fit her in my comp, I benched my mage-oriented unit in order to make the best of her, and had quite success in both mods! Valeria keeps her identity intact, and strongly suggests the player to turn her into an outstanding magic-based Dark Knight, while Cerabow takes her casting time and equalize it by giving her Mantras MP costs, in either way, she's an amazing unit and her backstory is awesome too.

[Orlandeau] aka Thunder FUCKING God Cid:
He's a beast. Period. I guess there's no way to tune him down, and I really don't want that to happen. Valeria gives Orlandeau some neat equally protecting and destructive spells, while Cerabow keeps his multi-knight aspect, while he doesn't have the best of each XXXX-Knight abilities, he's still useful and hits like a truck.

I didn't use Malak, Meliadoul, Reis, Cloud, Balthier(PSP) and Luso(PSP) (Balmafula(Valeria) and Zenthar(Cerabow)) enough to share my impressions of them, but I'll try my best through this month and will surely use them wisely. Well, let's talk about generic units.

[Squire]
A basic melee unit has basic needs. Valeria chooses to let player skip it fairly faster, while Cerabow gives Squires some Beastmaster vibes. Since I tend to not use monster units, I'll praise the new weapon choices given to Squires in Cerabows mod, crossbows, spears and shields give squires some variety in early game.

[Chemist]

Auto-Potion still is one of the best (if not the best) Reaction ability in the whole game, and Cerabows make it far too OP by buffing X-Potion healing and giving them an awesome healing option in Mega Potion. Having a gun-wielding chemist always prove to be a choice, even though I didn't like Cerabow's Chemical Cocktail and Lion's Mane because of the clear counterplay with Panacea/Remedy or any other easily obtainable healing tool, I really apreciate Valerias Protective Charm and Maiden's Blessing, this approach furthers amplifies the healing capabilities of the Chemist.

[Knight]
Equipment break still are powerful abilities to use in order to criple enemies, and either approach is equally useful. Valeria focus on inflicting darkness/silence and Cerabow focus on lowering Atk/Mag power. Both are interesting on its own and are welcome changes to the job.

[Archer]
I'm not gonna lie, Valerias Archer is superior to Cerabows. Leg/Arm Aim are present in both interpretations, but in Valeria, Archer has better tools in Head Strike and Charged Strike than Poison Strike and Oily Strike.

[Thief]
I really like that in Cerabows mod, every job have ways to deal damage and inflict statuses. And Cerabows thief annoy even harder, while Valeria sticks to the vanilla formula.

[Monk]
Monk is... weak. Early game show its usefulness with ranged physical-based damage, but falls short in damage as soon as better equipment is made available, and never really catches back in damage department, at least his healing capabilities are good enough to keep them relevant up to midgame. Cerabows tries to fix Pole-wielding monks more movement and respectable evade rate, when equiped with shields they can bark loud, but bite softly.

[Lancer]
Well, Lancers and Ninjas are both speed-based classes in some way or another, so I'll try to review then I'll try to Lancers would benefit (A LOT, in fact) if Doublehand/Attack UP proc'ed with jump, well, it is what it is I guess. Jumping is a neat mechanic that requires well thought planning, and Cerabow alleviates by using the great Flux Armlet.

[Ninja]
Ninjas in Valeria are good reinterpretations of vanilla Ninjas, they hit hard with Ninja Blades (and hit twice, mind you), without losing options to throw some ninja stars here and there. While Cerabow ninjas, when equiped with Flux Armlet, transforms themselves in shuriken-throwing machines. Kinda dumb, but effective damage-wise. I tend to prefer Valerias approch, but well, it all comes to personal taste after all.

[Samurai]
Valerias Samurai wins this. By far the most interesting generic unit with good protection tools, fair magical damage and the best of all: costless casts. Not requiring me to bet a katana in order to use my abilities gives the player freedom to choose what will their Samurai do. He Protec but He Also Attac (and Attac HARD).

[White Mage]
Healing is a huge issue, and White mages as primary healers in the game have great impact in your composition. Valeria tries to mix healing potency and regen in one single spell, it has its uses, but fails to flat-heal when compared to Summoner healing tools. While that, Cerabow white magicks can easily be used by other classes with high MA, kinda rending White Mages useless. In both mods, I rely on potions to heal myself instead of using white magicks, I really don't know how to solve this issue, tho ): its either too powerful or too useless.

[Black Mage]
Cerabow gives Wizards nice elemental coverage with Aero and Water, Quake. they feel powerful, they feel fast enough to cast and don't fall short in damage when compared to Summoner. Valeria keeps their debuffing tools and gives them good range coverage while maintaining the high damage output. Well, just like Ninjas, it all comes to personal taste.

[Summoner]
Easily the best healers in Valeria, while kinda useless in Cerabow. Summons damage isn't a big showoff as their animations are. I guess that increasing cast time and increasing overall number outputs may be a good payoff to boost their potential.

Just like special characters, I didn't use all generic jobs, and will surely try to experiment with them in the near future. As soon as I play with them, I'll post here my impressions.

Well, I wrote quite a wall of words here hahahahahah but really, you modders work doesn't go unnoticed by me. I really appreciate every tweak and personal touch you guys give to this amazing game, and can't express enough gratitude to the AMAZING changes both mods do. It all comes to preference, really, but I thought that giving some feedback to both of you should really help improve next iterations of each mod.

Once again, thank you very very much, I tried to not take sides of neither mod, as both are outstading experiences to have. I'm just an average fan of Final Fantasy Tactics who don't have enough knowledge to put my thoughts in a mod by myself, but I am surely passionate about the story of this game-gem, the deep mechanics, the aesthetics, well, I really love FFT (:
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on January 21, 2021, 01:42:55 pm
Quote from: runa08 on January 18, 2021, 02:16:16 amHi im new here, how can i apply the downloaded fft valeria mod into my original fft wotl iso? Thankyou in advance.

Hi. You can read patching instructions from here

https://ffhacktics.com/smf/index.php?topic=9379.0
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on January 21, 2021, 02:23:30 pm
Quote from: Suco Quente on January 19, 2021, 08:04:06 pmHello Windows X! I'm really sorry for the long time I took to read your answer. I've spent the last 10 days playing Cerabow PSX Mod, his mod addresses some of my observations of yours, but there some aspects that Valeria shines brighter. I've just completed Dycedarg showdown in Igros Castle and will put my thoughts for you and for Cerabow likely, because I think that both mods could learn from each other while being distinct, unique.

Grind aspects, different approaches and different outcomes:
Firstly, I'd like to highlight that while Valeria required me some random battle grinds, during my Cerabows mod playthrough, I had one random battle during each chapter to poach some items. I really can't decide if its healthy to skip random battles, because in Valeria it was almost needed if I wanted some good abilities, while in Cerabow I got to chapter 4 with at one mastered job per character (my most used characters were the same on both: Ramza, Mustadio, Agrias, one female magic-oriented unit, one female melee-oriented unit), during my Valeria playthrough I had to grind in moderately, consequently raising enemies levels and items.

During my Cerabow playthrough I took Windows X recommendation in mind and fairly abused crystal abilities inheritance, this let me had better skills earlier than intended.

Now, what really gives Cerabow an edge is Propositions/Errands. Letting the player send unique units to Propositions/Errands surely sped up grind (addressing my complaint about characters that come way too late to prove useful), mitigating the need to engage in random battles. By introducing this matter, it is wise to discuss:

JP Cost issue:
I think that Cerabow approach to JP cost is healthier than Valeria, tuning down JP gain per action by removing JP Boost let the player focus on other Support abilities equally useful (Throw Item, Equipe Armor, Stat Boosts comes to mind). Lowering JP costs also gave slow yet steady sensation of progression within the current job, and let me choose which way to specialize my characters.

Though healthier, Cerabow approach ease the overall difficulty, by chapter 4, Ramza, Mustadio and my female-melee oriented unit had 3 mastered jobs and some neat support abilities, virtually giving them a defined identity to the rest of the game. While not cheesing the game, surely it let me deviate a lot more from the given identity I choose for them and try wilder set-ups without losing their previous identities.

Specific jobs suggetions and observations:
[Ramza] exclusive jobs:
Excluding Valerias Chicken-inducing OP ability, both approaches are well placed: Valeria gives Ramza a Holy Knight vibe with Dawnblade and diverse buffs to the party. Cerabow give Ramza great Dark Knight abilities with Void Strike and Night Sword, but takes nothing from him, he feels almost overpowered when equiped with a Sword/Knightsword. I say: either approach is valid and give Ramza interesting roles to play. Cerabow should nerf him a bit by removing some of his party buffs and make them self buffs.

[Mustadio] Vanilla-archer skin versus Engineer:
Even though Valeria approach lacks variety, Mustadios Aim trully does what it proposes to do: raw, pure damage. It feels nice, it's rewarding and let him be whatever he want to be (archer locker, gunslinger/debuffer Orator, healing Chemist), without losing his character and damage.
On the other side, Cerabow's Mustadio is a respectable support unit, but overlaps with Chemist fantasy, it fails to give him freedom of choice and locks him to a status-inducing, support-oriented unit.

[Agrias] Paladin versus Inquisitor:
Generally in Vanilla Agrias is a weaker Cid, and is easily shadowed by her peer. Cerabow tries to mitigate that by giving her nice healing tools with Oblation Blade and Wish, fulfilling a Paladin fantasy that fits well with her character. MP Costs are lower than they should be, allowing player to abuse her area damage.
Valeria opt to keep her offensive tools and weigh the damage down. By taking off Cid access to Holy Knight's abilities, it garantees that Agrias remains useful through the campaign as a consistent damage dealer.
Just like Ramza, both approaches to Agrias are promising and are equally interesting, I tend to like the Paladin approach more, but it doesn't outshine off Valeria's Agrias usefulness.

[Bewoulf] Drain Bot:
I've always liked Bewoulf, I really don't know why, his brief story arc with Reis, his abilities, his galant-looking garb. I've used him since my first time playing vanilla FFT all those years ago, and he never failed me to deliver his fantasy.
How can I say it? In either mod, his status inducing moves and consistent damage really delivers. Nerfing him would put him in bad position if compared to Orator and other status inducing classes, and buffing him would surely make him far too OP. In many, many cases, a team without Bewoulf is inferior to a team with Beowulf.

[Rapha] prodige child:
Oh boy, Rapha is a weird girl to use, but feels rewarding to. I tried my best to fit her in my comp, I benched my mage-oriented unit in order to make the best of her, and had quite success in both mods! Valeria keeps her identity intact, and strongly suggests the player to turn her into an outstanding magic-based Dark Knight, while Cerabow takes her casting time and equalize it by giving her Mantras MP costs, in either way, she's an amazing unit and her backstory is awesome too.

[Orlandeau] aka Thunder FUCKING God Cid:
He's a beast. Period. I guess there's no way to tune him down, and I really don't want that to happen. Valeria gives Orlandeau some neat equally protecting and destructive spells, while Cerabow keeps his multi-knight aspect, while he doesn't have the best of each XXXX-Knight abilities, he's still useful and hits like a truck.

I didn't use Malak, Meliadoul, Reis, Cloud, Balthier(PSP) and Luso(PSP) (Balmafula(Valeria) and Zenthar(Cerabow)) enough to share my impressions of them, but I'll try my best through this month and will surely use them wisely. Well, let's talk about generic units.

[Squire]
A basic melee unit has basic needs. Valeria chooses to let player skip it fairly faster, while Cerabow gives Squires some Beastmaster vibes. Since I tend to not use monster units, I'll praise the new weapon choices given to Squires in Cerabows mod, crossbows, spears and shields give squires some variety in early game.

[Chemist]

Auto-Potion still is one of the best (if not the best) Reaction ability in the whole game, and Cerabows make it far too OP by buffing X-Potion healing and giving them an awesome healing option in Mega Potion. Having a gun-wielding chemist always prove to be a choice, even though I didn't like Cerabow's Chemical Cocktail and Lion's Mane because of the clear counterplay with Panacea/Remedy or any other easily obtainable healing tool, I really apreciate Valerias Protective Charm and Maiden's Blessing, this approach furthers amplifies the healing capabilities of the Chemist.

[Knight]
Equipment break still are powerful abilities to use in order to criple enemies, and either approach is equally useful. Valeria focus on inflicting darkness/silence and Cerabow focus on lowering Atk/Mag power. Both are interesting on its own and are welcome changes to the job.

[Archer]
I'm not gonna lie, Valerias Archer is superior to Cerabows. Leg/Arm Aim are present in both interpretations, but in Valeria, Archer has better tools in Head Strike and Charged Strike than Poison Strike and Oily Strike.

[Thief]
I really like that in Cerabows mod, every job have ways to deal damage and inflict statuses. And Cerabows thief annoy even harder, while Valeria sticks to the vanilla formula.

[Monk]
Monk is... weak. Early game show its usefulness with ranged physical-based damage, but falls short in damage as soon as better equipment is made available, and never really catches back in damage department, at least his healing capabilities are good enough to keep them relevant up to midgame. Cerabows tries to fix Pole-wielding monks more movement and respectable evade rate, when equiped with shields they can bark loud, but bite softly.

[Lancer]
Well, Lancers and Ninjas are both speed-based classes in some way or another, so I'll try to review then I'll try to Lancers would benefit (A LOT, in fact) if Doublehand/Attack UP proc'ed with jump, well, it is what it is I guess. Jumping is a neat mechanic that requires well thought planning, and Cerabow alleviates by using the great Flux Armlet.

[Ninja]
Ninjas in Valeria are good reinterpretations of vanilla Ninjas, they hit hard with Ninja Blades (and hit twice, mind you), without losing options to throw some ninja stars here and there. While Cerabow ninjas, when equiped with Flux Armlet, transforms themselves in shuriken-throwing machines. Kinda dumb, but effective damage-wise. I tend to prefer Valerias approch, but well, it all comes to personal taste after all.

[Samurai]
Valerias Samurai wins this. By far the most interesting generic unit with good protection tools, fair magical damage and the best of all: costless casts. Not requiring me to bet a katana in order to use my abilities gives the player freedom to choose what will their Samurai do. He Protec but He Also Attac (and Attac HARD).

[White Mage]
Healing is a huge issue, and White mages as primary healers in the game have great impact in your composition. Valeria tries to mix healing potency and regen in one single spell, it has its uses, but fails to flat-heal when compared to Summoner healing tools. While that, Cerabow white magicks can easily be used by other classes with high MA, kinda rending White Mages useless. In both mods, I rely on potions to heal myself instead of using white magicks, I really don't know how to solve this issue, tho ): its either too powerful or too useless.

[Black Mage]
Cerabow gives Wizards nice elemental coverage with Aero and Water, Quake. they feel powerful, they feel fast enough to cast and don't fall short in damage when compared to Summoner. Valeria keeps their debuffing tools and gives them good range coverage while maintaining the high damage output. Well, just like Ninjas, it all comes to personal taste.

[Summoner]
Easily the best healers in Valeria, while kinda useless in Cerabow. Summons damage isn't a big showoff as their animations are. I guess that increasing cast time and increasing overall number outputs may be a good payoff to boost their potential.

Just like special characters, I didn't use all generic jobs, and will surely try to experiment with them in the near future. As soon as I play with them, I'll post here my impressions.

Well, I wrote quite a wall of words here hahahahahah but really, you modders work doesn't go unnoticed by me. I really appreciate every tweak and personal touch you guys give to this amazing game, and can't express enough gratitude to the AMAZING changes both mods do. It all comes to preference, really, but I thought that giving some feedback to both of you should really help improve next iterations of each mod.

Once again, thank you very very much, I tried to not take sides of neither mod, as both are outstading experiences to have. I'm just an average fan of Final Fantasy Tactics who don't have enough knowledge to put my thoughts in a mod by myself, but I am surely passionate about the story of this game-gem, the deep mechanics, the aesthetics, well, I really love FFT (:

Thank you for your detailed feedback. Valeria 2 is by far the most ambitous and heaviest update that I couldn't finish everything I want upon release and trying to catch up over time.

As I'm modding on PSP mod, there'll be a lot of limitations that I can't do like PSX but I still use PSP as I enjoy improved graphics, cinematic cutscene and wide screen in real PSP device.

Right now I'm working on 2.3 with major fixes and re-balance again. I must admit I took some wrong turns during 2.0 finalization and forget some aspects of job unique abilities.

This time 2.3 should resolve some issues you mentioned better. For example, magic will scale better from 25/35/50/100 to 35/50/65/100. I forgot that tier 1 was single target so this should be fine now.

Luso fight is also resolved with Behemoth using Gigaflare as self target spell so they can't spam wide range to nuke us easily anymore. This also resolved exploiting instant powerful wide range spells on our side too.

For JP grinding, I intend to stick with vanilla approach as I want to keep natural progression. I never grind and still have high tier jobs unlocked before weapon is available.

However, I'll reduce JP costs on some abilities. If I reduce JP too low, players can abuse higher tier spells early and cheese things away. If there's job level requirements, that'd fix it but we don't have that.

I'm glad to hear you like my changes on Ramza and Mustadio. 2.3 update will change his Dawnblade to inflict Slow instead so it'll be more useful and Mustadio will have Tame replaced with Defense Boost because I ship him with Agrias.

I also considered Agrias with Paladin role before but as she joined in chapter 2, her paladin like abilities will make game too easy so I chose to keep that on Cid with light/darkness abilities instead.

Beowulf is as you said that he's already great unit so I barely touch him except move reduced to 3 because he can wear heavy armor. 5% reduction barely affect him though I want to keep him in line with other jobs.

Rapha can help Marach becoming Dark Knight easier by casting black magicks on him. Their unique skills are a bit RNG but fun to try also.

Orlandeau will always be OP because he joins with Excalibur and has high offensive stats. His replaced abilities can make him solo even easier with Aegis and spam drain attack.

As for jobs, I honestly believe no one would want to keep Squire job as endgame except Ramza/Luso. So, providing useful abilities should be helpful enough and Squire has innate Beastmaster in Valeria too.

Chemist with 100% instant Protect/Shell is already powerful for abilities and job itself can equip Gun so you can put good gun for offense with Knight/Archer sub as well.

As for stats reduction, you can pair with dual wield and nerf stats on every boss and that's broken mechanics beyond saving. I really wish for stats reduction to be temporary status or non-stackable so they're better gone.

Archer in Valeria is revised from Mustadio abilities with changes in Tactics Advance and A2. Thanks 1.3 making broken Stunning Strike, I learned a lot to make viable archer here.

Thief has Concentration so all hits will not miss and that's a good way to make use of Thief. Valeria already have 2 physical jobs doing status infliction. And Charm is annoying as is already.

Monk in Valeria is actually better in early game with Clothing and higher HP. It's harder to take them down but they'll slower. However, Monk's abilities will hit harder too.

Dragoon has ability to walk on any height so you can plan jump better. Actually, this job is very powerful so I had to nerf this job hard to keep it balanced. But I buffed speed growth so Dragoon job can work better over time.

Ninja in Valeria is nerfed hard but still powerful enough and I buffed throw so they can make better projectile damage without relying on Equip Crossbow/Gun too.

Samurai has completely reworked abilities and 2.3 will have Murasame to heal 25% with regen instead so that'll help Samurai's survivability a lot.

White mage has a lot of abilities adjustment with Cure spells buff for more healing, faster, and higher success rate. -ja buffs will have CT1 for almost instant cast time too.

Black mage in 2.3 will have abilities re-balance to pure offensive spells without status infliction and reduced CT making -ja spells worth investing even more.

Summoner in 2.3 will have high tier summon re-balance for no Swiftness in consideration so CT will be greatly reduced with lower damage but have chance to inflict status. You'll love it.

I intend to keep Valeria being faithful to vanilla gameplay and mechanics as much as I can. Despite all rework and changes, you can still feel the original charm that doesn't deviate from old Final Fantasy theme.

If you replay Valeria again and again, you'll understand game mechanics better and can enjoy Valeria in different lights also. Feel free to try again when 2.3 is out from start and chapter 1 won't be the same. :)
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: boubonic on February 10, 2021, 08:54:45 pm
Thanks so much for this mod! You fixed so many things I wouldn't have thought of. You're doing an amazing job! The one thing I really miss is the Squire's Throw Stone ability. It was nice having a ranged attack, even if it was weaker. I tried using FFTPatcher to revert the ability myself by restoring the default settings on Stone, but I can't figure out how to change it's name. I tried to use FFTactext, but it won't import my rom after it's patched. Would you be willing to help me get it back into the game?
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: Windows X on February 11, 2021, 04:25:20 am
Quote from: boubonic on February 10, 2021, 08:54:45 pmThanks so much for this mod! You fixed so many things I wouldn't have thought of. You're doing an amazing job! The one thing I really miss is the Squire's Throw Stone ability. It was nice having a ranged attack, even if it was weaker. I tried using FFTPatcher to revert the ability myself by restoring the default settings on Stone, but I can't figure out how to change it's name. I tried to use FFTactext, but it won't import my rom after it's patched. Would you be willing to help me get it back into the game?

You need to import from vanilla ISO and recreate changes. I think it's not worth the effort. 2.3 will be out soon with lots of changes. Stay tuned. :)
Title: Re: FFT: WOTL - Valeria 2.2 "Ivalice Remastered"
Post by: boubonic on February 11, 2021, 08:05:40 pm
Quote from: Windows X on February 11, 2021, 04:25:20 amYou need to import from vanilla ISO and recreate changes. I think it's not worth the effort. 2.3 will be out soon with lots of changes. Stay tuned. :)

I understand. Thanks anyway! Even without Throw Stone, I'd much rather play your version. Thanks again for all the work. Looking forward to 2.3!
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on February 12, 2021, 07:21:13 pm
FFT: WOTL Valeria 2.3 - Finishing touch to Valeria 2 milestone update

Since Valeria 2.2 release, I've been testing and refining Valeria 2 modification updates without game progression for a long while. Now it's time for finishing touch of Valeria 2 update milestone with massive re-balance and adjustments.

I must admit that unique job skill and level scaling changes affect re-balance I've applied before more than I anticipated. I tested and adjusted so many things that fell behind trying to make 2.3 as completed patch below.


Tricky Luso fight re-balance
Luso fight is surprising tough on high level scaling battle. I later added Defender with Shell buff on Luso but it's still too challenging for some people without proper preparations.

My approaches in 2.1-2.2 didn't hit the right spot because Behemoth's new ability to extend attack range with wide area is the main culprit. So I changed Gigaflare to have self target with original damage, 2 effect area, and 2 vertical.

This way Bahemoth will only trigger this skill to nearby units without hitting their allies. I still let Luso keeping his Defender as that would be cool to have allies wielding Defender in case you fail to steal one from Meliadoul later.


Magic Pillars re-balance (again)
As there's a lot of mechanics changes applied such as chance to inflict status, effect area/vertical expansion, CT scaling, and unique job abilities causing inconsistencies between magic pillars, I tested everything and revised my approach again in 2.3.

Without swiftness, most players would rather use Time Mage with Summon skill set over Black Magicks for more utilities and better AoE damage rather than status infliction that may or may not happen with Black Magicks.

So, I revised Black Magicks to have higher damage factor from 14/17/23/32 to 15/19/26/36 and lower CT scaling from 3/4/6/8 to 2/3/5/7 without status infliction. Black Magicks will focus on high damage burst with shorter CT.

Chance to inflict status infliction is now moved to Summon with Ifrit for Blind, Ramuh for Silence, Shiva for Immobilize, Titan for Confuse, Leviathan for Stop, Salamander for Disable, and Lich for Dead.

Since you can no longer assign Swiftness support ability, I reduced CT and damage factor on higher tier offensive summon abilities to be lower than Black Magicks except Bahamut and Cyclops as non-elemental but still weaker than strengthened -ja spells.

Another reason I decreased CT on 4-tier spells is first tier will be single target so CT and damage didn't scale well like original. From chance to hit multiple targets become 1 is too high with CT3.

That leads to revising White Magicks too revising Cure spells with higher healing factor from 25/35/50/100 to 35/50/65/100, lower CT scaling from 2/3/5/7 to 1/2/4/6 and increased hit rate from 180/200/220/240 to 200/220/240/255.

This way white magicks can perform healing reliably starting from Cura with 50% + regen heal to multiple units. I also nerfed Moogle and Faerie to heal with original power with MP costed added a little for re-balance purposes

I thought lower hit rate and healing percentage will provide better challenges to game content but level scaling on over level may not work well for some players so I hope these changes will help them better.


Status support/debuff/recovery re-balance
As Black Magicks are buffed with higher damage and lower CT, players may need to rely on support/debuff spells more. Most magic users in story fights are black mages and they will be more fearsome in this 2.3 update.

To make sure you can prepare for the worst better, I reverted CT of Protect/Shell/Haste/Slow back to 4 and decreased CT of Protectja/Shellja/Hasteja/Slowja down to only 1. I considered instant but that'd be too OP for AoE.

Testing abilities related to status recovery made me realized how too effective Purification is. So, Purification will perform as AoE Salve removing Blind/Silence/Poison status and restore 20% of HP as basic dispel with improved sustainability.

This will affect gameplay design but this will make make sense to use Esuna/Remedy as single target better. Esuna will also remove Stop status too with MP cost increased to 10.

I also changed Carbuncle ability to perform mid-tier level status recovery like Choco Esuna since AoE Reflect is often overlooked because it won't reflect back to caster. Since it uses 30MP comparing to 10MP Esuna, it can perform well for AoE status recovery.

Knight and Archer also have status infliction improved with higher hit rate to 65% + MA with physical evasion added so ignoring physical evasion will allow enemies to apply status debuff easier on you now.


Finishing Samurai Katana and Iaido with complete elemental attribute set
Back then only Kotetsu has Dark elemental attribute added due to description. I intended to make katana and Iaido having complete element attribute but I need to make sure new formula will scale properly first.

Now in Valeria 2.3, I'm certain they're stable enough to add complete elemental set with 8 elements to all Samurai's weapons and abilities. You can use Japa Mala to buff all elemental damage of Samurai kit.

To make sure DPS burst won't be too high, I decreased damage factor of Samurai's abilities around 16% and decreased PA/MA Multiplier by 5 for re-balance purposes. This will make Elmdore's Muramasa less dreadful too.

I also made some adjustments on Murasame reduce HP restoration from 35% to 25% but provide Regen status instead so you can always use it with gradual HP recovery. This should be good change for Geomancer with Lifefont innate ability too.


Dark Knight job now requires full level 8 of Knight/Black Mage with some buffs
I thought Orlandeau would get Dark Knight job by default but he still needs to get 20 crystalization and master Knight/Black Magicks first so I changed job level requirements back to 8 giving him more access to those jobs upon recruit.

As Dark Knight has innate Vehemance dealing 50% more damage but also take 50% more damage too. It makes Dark Knight job struggling a lot in over grind run with limited equipment to survive in tough fights.

So I buffed HP Multiplier (85 -> 100) and increase PA Multiplier (100 -> 120) making this job performing better with given risks. You can add HP Boost to improve survivability.


Cloud's Soldier job get refinements to perform better
I realized Cloud's soldier job having a bit too low HP without armor and he doesn't have broken offensive stats like PSX although I added Doublehand and buff stats growth a bit.

So, I decided to buff Cloud's HP Multiplier to 150 which is very high and should help him survive better with some moves since he doesn't wear heavy armor.

I also decreased CT of his early abilities by 1 and change Finishing Touch to apply all status instead with increased CT a bit so Cloud will surely neutralize his target with this ability.


Changes to handle over-grind fights better
As 2.0 being the first update with auto level scaling, it's really hard to fine tune changes from fixed level scaling as some changes I applied before may not work well on over-leveled run.

Since healing in high level scaling won't allow Chemist to keep up with potions, I changed potions' HP restoration to 30/80/180 with priced increased to 100/400/1200 so over grind run can manage better with Throw Items and Auto-Potion.

Mustadio in story fights may dive in and get hit hard from archer in over grind run so I changed his Tame ability to Defense Boost instead which should be a good pairing skill with Agrias having Arcane Defense (I ship them too).

There's also protecting Ovelia, Mustadio, Agrias, Orran, Luso and Rapha missions where they often run for genocide on high level scaling. So I adjusted their AI behavior to focus on Ramza and be more defensive for protect missions.

Iaido abilities like Muramasa from Elmdore and late game bosses seem to be over tuned on over grind run so I tuned damage factor down a bit but they have elemental attribute now so you can strengthen elemental bonus damage.

Lucavi bosses in chapter 2-3 seem to have over tuned multiplier to compensate lower base levels. I decreased PA/MA/Speed Multiplier of Cuchulainn and Belias according to chapter progression to work with level scaling better.

I also reverted Slow status immunity on Lucavi bosses so you can Slow them and buff your team's speed for better chance to win tough fights. Ramza's Dawnblade also have chance to inflict Slow status too.

With CT1 of support/debuff spells, I hope you will consider using them as those abilities will help controlling tide of battle a lot. Curaja will also heal everyone in very large range to full HP and won't hit enemies too.



2.3
-Added Blind status infliction on Sylph ability
-Added chance to inflict Blind status on Ifrit ability
-Added chance to inflict Dead status on Lich ability
-Added chance to inflict Immobilize status on Shiva ability
-Added chance to inflict Silence status on Ramuh ability
-Added Dark element attribute to Kotetsu's weapon and ability
-Added Dark element attribute to Muramasa's weapon and ability
-Added Earth element attribute to Osafune's weapon and ability
-Added Fire element attribute to Chirijiraden's weapon and ability
-Added Fire element attribute to Kiku-Ichimonji's weapon and ability
-Added Ice element attribute to Ashura's weapon and ability
-Added Lightning element attribute to Ama-no-Murakumo's weapon and ability
-Added Holy element attribute to Masamune's weapon and ability
-Added MA Bonus (0 -> 1) to Nagnarok
-Added PA Bonus (0 -> 2) and increased evasion (10 -> 25) to Materia Blade
-Added Stop status to be removable with Esuna ability and MP increased (8 -> 10)
-Added Water element attribute to Murasame's weapon and ability, decreased HP restoration (35 -> 25), and changed status removal to add Regen
-Added Wind element attribute to Kiyomuri's weapon and ability
-Changed AI behavior of Ovelia, Mustadio, Agrias, Orran, Luso and Rapha to focus on Ramza and be more defensive during protect mission
-Changed Carbuncle to cancel Blind/Silence/Poison/Immobilize/Disable/Stop/Stone with CT 5
-Changed Dark Knight job requirements to also have Knight lv.8 and Black Mage lv.8 so Orlandeau can join with both jobs maxed
-Changed Dawnblade ability to have chance to inflict Slow status
-Changed Gigaflare to target self, increased damage factor (5 -> 7), and increased vertical (0 -> 2)
-Changed monster's reaction ability in Hydra family to Nature's Wrath
-Changed Purification ability to remove only Blind/Silence/Poison and heal 20% of HP
-Decreased CT of Arise ability (8 -> 7)
-Decreased CT of Blade Beam ability (5 -> 4)
-Decreased CT of Brave Slash ability (3 -> 2)
-Decreased CT of Cross Slash ability (4 -> 3)
-Decreased CT of Hasteja/Slowja abilities (2 -> 1)
-Decreased CT of Lich ability (10 -> 8)
-Decreased CT of Protectja/Shellja abilities (2 -> 1)
-Decreased damage factor of Ama-no-Murakumo ability (24 -> 20)
-Decreased damage factor of Ashura ability (14 -> 12)
-Decreased damage factor of Bahamut ability (42 -> 38) and decreased CT (13 -> 9), and decreased JP cost (1000 -> 900)
-Decreased damage factor of Chirijiraden ability (48 -> 40)
-Decreased damage factor of Cyclops ability (44 -> 42) and decreased CT (12 -> 10), and decreased JP cost (1000 -> 800)
-Decreased damage factor of Geomancer's abilities (7 -> 5)
-Decreased damage factor of Kiku-ichimonji ability (28 -> 24)
-Decreased damage factor of Kotetsu ability (18 -> 15)
-Decreased damage factor of Leviathan ability (34 -> 28), decreased CT (10 -> 8), decreased JP cost (860 -> 600), and add chance to inflict Stop status
-Decreased damage factor of Meteor ability (50 -> 48)
-Decreased damage factor of Muramasa ability (30 -> 25)
-Decreased damage factor of Odin ability (36 -> 32) and decreased CT (10 -> 8) and decreased JP cost (900 -> 700)
-Decreased damage factor of Salamander ability (36 -> 30), decreased CT (10 -> 8), decreased JP cost (860 -> 600), and add chance to inflict Disable status
-Decreased damage factor of Titan ability (27 -> 24), decreased CT (8 -> 7), and add chance to inflict Confuse status
-Decreased healing factor of Moogle ability (12 -> 10) and increased MP cost (8 -> 10)
-Decreased healing factor of Faerie ability (24 -> 20) and increased MP cost (28 -> 30)
-Decreased MA Multiplier on Belias (140 -> 138)
-Decreased MA Multiplier on Cuchulainn (150 -> 138)
-Decreased MA Multiplier on Samurai job (100 -> 95)
-Decreased MA Multiplier on Time Mage job (125 -> 120)
-Decreased PA Multiplier on Belias (142 -> 140)
-Decreased PA Multiplier on Cuchulainn (144 -> 134)
-Decreased PA Multiplier on Samurai job (125 -> 120)
-Decreased Speed Multiplier on Belias (132 -> 130)
-Decreased Speed Multiplier on Cuchulainn (138 -> 132)
-Fixed Bravely Charge/Rend Action/Rend Vision/Rend Magick AI behavior not targeting player's units properly
-Increased CT of Finishing Touch ability (5 -> 7) and changed status infliction from Random to All
-Increased damage factor scaling of Fire/Thunder/Blizzard spells (14/17/23/32 -> 15/19/26/36), decreased JP cost (0/150/400/700 -> 0/150/300/600), decreased CT (3/4/6/8 -> 2/3/5/7), and removed chance to inflict status
-Increased healing factor of Chakra ability (5 -> 6)
-Increased healing factor scaling of Cure spells (25/35/50/100 -> 35/50/65/100), decreased CT (2/3/5/7 -> 1/2/4/6), and increased hit rate (180/200/220/240 -> 200/220/240/255)
-Increased hit rate of Rend Vision/Rend Magick/Leg Shot/Arm Shot abilities (55 -> 65)
-Increased HP Multiplier on Dark Knight job (85 -> 100)
-Increased HP Multiplier on Soldier job (125 -> 150)
-Increased MA Multiplier on Geomancer job (95 -> 100)
-Increased MA Multiplier on Mystic job (120 -> 125)
-Increased Move on Soldier job (3 -> 4)
-Increased PA Multiplier on Dark Knight job (100 -> 120)
-Increased potions' HP restoration (30/60/120 -> 30/80/180) and increased price (100/350/1000 -> 100/400/1200)
-Removed equip status "Regen" to Murasame and Healing Staff as starting status
-Removed hit enemies on Curaja ability
-Replaced Tame with Defense Boost for Machinist's innate ability
-Reverted CT of Protect/Shell/Haste/Slow abilities (5 -> 4)
-Reverted MA bonus of Runeblade (1 -> 2)
-Reverted monster's reaction ability in Piscodaemon family back to Counter
-Reverted Slow status immunity on Lucavi bosses

FFT: WotL - Valeria 2.3 Info - https://ffhacktics.com/smf/index.php?topic=11872.0
FFT: WotL - Valeria 2.3 (PSP USA) - http://www.mediafire.com/file/a11sqlqd217g2uw
FFT: WotL - Valeria 2.3 (PSP EUR) - http://www.mediafire.com/file/q3hw1erl3739nc4

This should give proper experience of Valeria 2 as intended. It's the most ambitious update and I couldn't finish everything I wanted to do on 2.0 but it will keep getting better over time with your feedback.

Feel free to share your experience about Valeria 2.3 update for better updates in future and I apologize not being able to completely finish Valeria 2 project until now. :)
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Rodane on February 16, 2021, 02:43:38 pm
Hello I was wondering If you can put in a way  to get the Items from Rendezvous if you have not already... I would even be happy with doing Rendezvous solo if there is a way to patch it... Otherwise Great hack so far!!.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on February 17, 2021, 03:04:05 pm
Quote from: Rodane on February 16, 2021, 02:43:38 pmHello I was wondering If you can put in a way  to get the Items from Rendezvous if you have not already... I would even be happy with doing Rendezvous solo if there is a way to patch it... Otherwise Great hack so far!!.

Most items in rendezvious are quite OP so I didn't port them. There's also item limit so I can't put them in main event without removing others too. I guess net play with secondary account can work for now.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Rodane on February 18, 2021, 05:55:23 pm
One problem I am running into is it is crashing a lot when any menu comes up. Is there an emulator that you suggest playing it on?
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on February 18, 2021, 08:06:41 pm
Quote from: Rodane on February 18, 2021, 05:55:23 pmOne problem I am running into is it is crashing a lot when any menu comes up. Is there an emulator that you suggest playing it on?

Did you apply patch on modified ISO? Please try applying patch on clean USA/EUR iso, without slowdown fix too.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: silenthill27 on February 20, 2021, 04:25:40 pm
I have played through this mod 3 times now and recently started a 4th run to check out 2.3. I never really post here, but recently signed up for an account and just wanted to say thank you for all your amazing work. It's so awesome to be able to play this game in 2021 and still get a different experience.

I tend to try out mods that change up active abilities or sprites more to get a more "active differences" sense and feel like I'm playing a new experience, rather then stuff that's more under the hood, but this mod has always given me Ogre Battle One Vision vibes - which is to say to me, this is the "definitive" FFT experience.

If I had any feedback to offer, I would just say it would be cool to see more active abilities on jobs, for example dragoon is a sick job, but very boring to play as all you ever wind up doing is jumping, so the only improvements to the job are going to be jump potency. This leaves dragoon feeling like a boring job to play compared to something like samurai or monk. I think older FF games could be a great source of inspiration. Of course then you have to worry about muddying job identity, and I know there are other hack limits/constraints that I don't even understand, but just my 2 cents!

Truly, thank you for your work my friend!
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on February 21, 2021, 06:39:20 pm
Quote from: silenthill27 on February 20, 2021, 04:25:40 pmI have played through this mod 3 times now and recently started a 4th run to check out 2.3. I never really post here, but recently signed up for an account and just wanted to say thank you for all your amazing work. It's so awesome to be able to play this game in 2021 and still get a different experience.

I tend to try out mods that change up active abilities or sprites more to get a more "active differences" sense and feel like I'm playing a new experience, rather then stuff that's more under the hood, but this mod has always given me Ogre Battle One Vision vibes - which is to say to me, this is the "definitive" FFT experience.

If I had any feedback to offer, I would just say it would be cool to see more active abilities on jobs, for example dragoon is a sick job, but very boring to play as all you ever wind up doing is jumping, so the only improvements to the job are going to be jump potency. This leaves dragoon feeling like a boring job to play compared to something like samurai or monk. I think older FF games could be a great source of inspiration. Of course then you have to worry about muddying job identity, and I know there are other hack limits/constraints that I don't even understand, but just my 2 cents!

Truly, thank you for your work my friend!

I'm happy to see people understand the original charm from Tactics Ogre which is Matsuno's original work before Final Fantasy Tactics. I really like how you phrase this as "definitive" FFT experience. :)

Actually, I never like FFT gameplay before. I tried several times including mods but gave up. After trying Tactics Ogre in PSP, I thought it was going to be boring at first with no job and slow grind of abilities. However, I instead got hooked up and had a blast till the game ends in one route.

Rather than trying to complete all routes, I decided to try FFT again. Then I realized FFT has inconsistencies in game mechanics like job's speed multiplier not properly balanced and abilities of archer are gimped hard. So yes this is how Valeria was born as revising FFT with changes based on Tactics Ogre and future Tactics in series.

About Dragoon job, I also felt the same way. I'd rather use Samurai with Jump equipping spear rather than Dragoon as main job. The issue with Dragoon is Jump command can't have other abilities mixed in. As he can move around freely, using White Magicks or CC/debuff as sub should a good idea. :)
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Herbalmix on March 02, 2021, 12:18:06 pm
Tried the 2.3 patch to a clean US iso but when trying to play it it becomes unreadable by the hardware, 2.2 runs fine
Mind if you can upload a new 2.3 patch?

Thank you very much for your hardwork!
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on March 03, 2021, 06:31:51 pm
Quote from: Herbalmix on March 02, 2021, 12:18:06 pmTried the 2.3 patch to a clean US iso but when trying to play it it becomes unreadable by the hardware, 2.2 runs fine
Mind if you can upload a new 2.3 patch?

Thank you very much for your hardwork!

Did you apply the patch on 2.2 ISO? Please try re-applying again on clean US ISO that worked with 2.2 patch before. I'm also playing US and it worked fine.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Herbalmix on March 05, 2021, 06:29:57 pm
Quote from: Windows X on March 03, 2021, 06:31:51 pmDid you apply the patch on 2.2 ISO? Please try re-applying again on clean US ISO that worked with 2.2 patch before. I'm also playing US and it worked fine.

Tried using another computer, it seems that my other one didnt copied the file succesfully

The whole revamp of this version is so good, every unit needs to be specialized
And has bearing in every situation

I like how you made each job has its own unique passive which broke the vanilla version of mixing and matching

Just passed Wiegraf/Belias at level 22
Took 5 retries though
Defenese and offenese is really needed to be balanced

Thank you so much for this update!
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: LeetMiniWheat on March 06, 2021, 03:31:23 pm
Thanks for the fun and refreshing mod. Enjoying it so far, despite a few annoyances.

Personally I hadn't done a playthrough in many years, but became addicted after play-testing in PPSSPP prior to intended use by an elder who was a huge fan of the original FFT and WoTL (Currently set up on a TV with docked PSP-Go and bluetooth paired PS3 controller, which he's enjoying from bed).

-Innate abilities each job has is interesting as it encourage players to use more of a variety
-Refreshing balance of many broken/OP things, though I haven't played enough yet to accurately judge.

Annoyances:
- Too much Rend(Helm/Armor/Shield/Weapon), which seems more common in this mod. IMO this was flawed and simply not fun. Adds frustration and encourages save scumming (or safeguard on everyone). I assume the developers original intention was some sort of physical method of debilitating, but overlooked any sort of equipment durability system. Without a durability system, they should have been temporarily rendered broken or replaced with alternative ways of nullifying equipment and/or sundering armor(s). This is especially frustrating on unique and non-replaceable items.
- Thieves... similarly as frustrating as Rend(Helm/Armor/Shield/Weapon). Stolen items should have been programmed to be additional "rewards" after defeating said enemies, though I can imagine the complexity it might add.
- JP Boost: Waste of space in 3rd ability slot if JP costs are lowered. I always disliked the irrisistable urge to always have Gained JP Up there. Similarly this is a waste of a slot if everyone needs Safeguard. (Some mods remove this ability in favor of lowered costing skills)

These are the most immediate annoyances I've noticed thus far, but I have no easy suggestions to remedy them without a rehaul of many abilities.
I'm not familiar with the modding tools, but I'd probably temporarily put safeguard as an innate ability on more jobs (if space permits) or somehow make unique items unbreakable/non-stealable and remove JP Boost (or make it innate ability on jobs like Mime/O.K. for JP spillover. EDIT: maybe "squire" jobs too)
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on March 06, 2021, 10:35:13 pm
Quote from: Herbalmix on March 05, 2021, 06:29:57 pmTried using another computer, it seems that my other one didnt copied the file succesfully

The whole revamp of this version is so good, every unit needs to be specialized
And has bearing in every situation

I like how you made each job has its own unique passive which broke the vanilla version of mixing and matching

Just passed Wiegraf/Belias at level 22
Took 5 retries though
Defenese and offenese is really needed to be balanced

Thank you so much for this update!

I'm happy to hear that you like the changes in Valeria update. The removal of obvious offensive boost and unique job makes you want to try job and abilities combination without breaking the game balance. :)

Quote from: LeetMiniWheat on March 06, 2021, 03:31:23 pmThanks for the fun and refreshing mod. Enjoying it so far, despite a few annoyances.

Personally I hadn't done a playthrough in many years, but became addicted after play-testing in PPSSPP prior to intended use by an elder who was a huge fan of the original FFT and WoTL (Currently set up on a TV with docked PSP-Go and bluetooth paired PS3 controller, which he's enjoying from bed).

-Innate abilities each job has is interesting as it encourage players to use more of a variety
-Refreshing balance of many broken/OP things, though I haven't played enough yet to accurately judge.

Annoyances:
- Too much Rend(Helm/Armor/Shield/Weapon), which seems more common in this mod. IMO this was flawed and simply not fun. Adds frustration and encourages save scumming (or safeguard on everyone). I assume the developers original intention was some sort of physical method of debilitating, but overlooked any sort of equipment durability system. Without a durability system, they should have been temporarily rendered broken or replaced with alternative ways of nullifying equipment and/or sundering armor(s). This is especially frustrating on unique and non-replaceable items.
- Thieves... similarly as frustrating as Rend(Helm/Armor/Shield/Weapon). Stolen items should have been programmed to be additional "rewards" after defeating said enemies, though I can imagine the complexity it might add.
- JP Boost: Waste of space in 3rd ability slot if JP costs are lowered. I always disliked the irrisistable urge to always have Gained JP Up there. Similarly this is a waste of a slot if everyone needs Safeguard. (Some mods remove this ability in favor of lowered costing skills)

These are the most immediate annoyances I've noticed thus far, but I have no easy suggestions to remedy them without a rehaul of many abilities.
I'm not familiar with the modding tools, but I'd probably temporarily put safeguard as an innate ability on more jobs (if space permits) or somehow make unique items unbreakable/non-stealable and remove JP Boost (or make it innate ability on jobs like Mime/O.K. for JP spillover. EDIT: maybe "squire" jobs too)

I agree that rend/steal equipment can be annoying at times but you can also use it to take advantage of situation better yourself too. Normally I'll nuke thief and knight first or use Monk with evasion cloak to bait them.

As for JP Boost, it's more like a habit of player who wants to min/max. I considered adding this into innate ability of all jobs but there're a few issues I'd like to address below.

1. Some special characters or jobs like Reis who has all 4 abilities by default can't have that on her main job. Some jobs I modified like Mime/Onion Knight won't have free slot too.

2. It makes job progression too fast. In Valeria I modified job requirements to unlock endgame jobs at more natural pace. You can get Samurai/Ninja jobs unlocked around the time you can get their items and JP Boost will make it unlocked way sooner and allow player to cheese with endgame abilities too early.

I also decreased JP cost of many abilities so even without JP Boost, you can still gain those abilities on time. I only use JP Boost until I can get core abilities I need. After that I'll focus on making units performing better.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: LeetMiniWheat on March 08, 2021, 04:54:39 pm
Quote from: Windows X on March 06, 2021, 10:35:13 pm
Quote from: LeetMiniWheat on March 06, 2021, 03:31:23 pmThanks for the fun and refreshing mod. Enjoying it so far, despite a few annoyances.

Personally I hadn't done a playthrough in many years, but became addicted after play-testing in PPSSPP prior to intended use by an elder who was a huge fan of the original FFT and WoTL (Currently set up on a TV with docked PSP-Go and bluetooth paired PS3 controller, which he's enjoying from bed).

-Innate abilities each job has is interesting as it encourage players to use more of a variety
-Refreshing balance of many broken/OP things, though I haven't played enough yet to accurately judge.

Annoyances:
- Too much Rend(Helm/Armor/Shield/Weapon), which seems more common in this mod. IMO this was flawed and simply not fun. Adds frustration and encourages save scumming (or safeguard on everyone). I assume the developers original intention was some sort of physical method of debilitating, but overlooked any sort of equipment durability system. Without a durability system, they should have been temporarily rendered broken or replaced with alternative ways of nullifying equipment and/or sundering armor(s). This is especially frustrating on unique and non-replaceable items.
- Thieves... similarly as frustrating as Rend(Helm/Armor/Shield/Weapon). Stolen items should have been programmed to be additional "rewards" after defeating said enemies, though I can imagine the complexity it might add.
- JP Boost: Waste of space in 3rd ability slot if JP costs are lowered. I always disliked the irrisistable urge to always have Gained JP Up there. Similarly this is a waste of a slot if everyone needs Safeguard. (Some mods remove this ability in favor of lowered costing skills)

These are the most immediate annoyances I've noticed thus far, but I have no easy suggestions to remedy them without a rehaul of many abilities.
I'm not familiar with the modding tools, but I'd probably temporarily put safeguard as an innate ability on more jobs (if space permits) or somehow make unique items unbreakable/non-stealable and remove JP Boost (or make it innate ability on jobs like Mime/O.K. for JP spillover. EDIT: maybe "squire" jobs too)

I agree that rend/steal equipment can be annoying at times but you can also use it to take advantage of situation better yourself too. Normally I'll nuke thief and knight first or use Monk with evasion cloak to bait them.

As for JP Boost, it's more like a habit of player who wants to min/max. I considered adding this into innate ability of all jobs but there're a few issues I'd like to address below.

1. Some special characters or jobs like Reis who has all 4 abilities by default can't have that on her main job. Some jobs I modified like Mime/Onion Knight won't have free slot too.

2. It makes job progression too fast. In Valeria I modified job requirements to unlock endgame jobs at more natural pace. You can get Samurai/Ninja jobs unlocked around the time you can get their items and JP Boost will make it unlocked way sooner and allow player to cheese with endgame abilities too early.

I also decreased JP cost of many abilities so even without JP Boost, you can still gain those abilities on time. I only use JP Boost until I can get core abilities I need. After that I'll focus on making units performing better.

Agreed on Rend/Steal being a viable tactic for players and enemies alike. I also noticed shops seem to eventually sell the rare items I save-hacked in with LionEditor.

I also see your point on leaving JP Boost as an optional choice by players - personally I had done the same thing, as it's useful on newly recruited characters so they can catch up in JP.


I always loved the Valeria job system, though am also a fan of some brilliant ideas in Emergence as well - so these are all a matter of personal taste. The intended person I set this up for is old and stuck in old habits and easily breaks the balance - which is no fault of Valeria - thus I fiddled around a bit with FFTPatcher and probably butchered your beautiful mod (lol) - but was excellent starting point for FFTPatcher learning curves.

I'll list some of the changes I made which are all personal preference and most likely could burn my house down or glue my cat to the rug, as well as break game balance in many areas. One thing I'd like to experiment with is changing some spell formulas to scale better late-game and not be overpowered early-game if learned too soon. Arguably higher level magic should have been learned or "obtained", due to SE using spell levels as a broken way of balancing magic (or only available later after chapter/story progression) like weapons/gear. I love the single-target modifications to many spells as well as the speed increases in Valera though, as it was always tedious to look up turn order (whereas modern tactical RPG's display it on main UI/HUD)


butchering/experimentational changes I made to Valeria 2.3 (for personal use):

- JP Boost -> Reequip on all jobs, made it innate ability on primary "squire" jobs for characters obtained later in game (Not sure if this works with JP spillover).

- Thief changed to more rogue-like job (Still experimenting to make the class feel more unique or like an assassin). Balthier save-hacked in early so player can still "steal" via plunder, but could maybe modify ENTD for new games.
    - Skill set: Steal Gill, Rush, Eye Gouge, Poison Strike, Steal Exp, Rend Magick, Doom Fist
    - Innate: Poach, Concentration, Dual Wield(since they are a lesser form of Ninja, two daggers not too bad.
    - Equips: Added flails for experimentation (not enough jobs use these)

- Knight: changed to more of a front line tank or paladin of sorts (unsure where I'm going with this, maybe precursor to DK but you get knight early...)
    - Abilities: Aim +1 (+3), Aim +2 (+4), Intimidate, Cyclone, Rend MP, Rend Action, Rend Vision, Rend Magick, Cure, Purification, Stall
    - Equips: Added Polearm and Pole, since many go to waste after surpassing their native subpar jobs

Few other minor changes while I was in editor (personal preferences of course)
- Archer:
    - slight modification for innate dual wield if player decides to use knives (since archer also similar line of job as thief)

- White Mage (slight modification to feel more like D&D cleric):
    - Equips: +Flail, +Shield

- Black Mage:
    - Equips: +Knife (most FF game allow BM to use daggers), +Bow (because only archer use bow and some bows give magic, not game breaking since BM have low PA. some FF allow bow on BM)

- Time Mage (FFXII had time mage as heavy armor crossbow class with optional sword usage. still experimenting with possible heavy armor):
   - Equips: +Sword, +Crossbow

- Dragoon - always felt like a week stepping-stone job, not even the AI can use it properly. (Made a few changes somewhat inspired by Uhlan class from FFXII, which are almost DarkKnight-ish, but doesn't quite fit lore of Holy Dragoon(s) etc):
   - Equips: +Sword (Many polearms suck until late game, and Kain from FFIV can use swords. seems natural w/o Equip Sword ), +Fell Sword (possible precursor to DK)
   - Skills: Unchanged, but possibly considering holy dragoon style with slight support utility since jump sucks (and fell sword removed).

- Agrias: Added some base skills that felt more "Holy Knight", though kind of redundant with Orlandeau having most of these. Luminous Robe suits her style too
   - Skills: +Dispel, +Dispelna, +Raise, +Holy

- Cloud: Soldier was always mediocre for a job you get so late in the game, though I save-hacked him in.
    - In the spirit of FF7 movies/games I added Hor/Ver Jump+8 and innate Ignore Elevation/Height (FFVII: Advent Children demonstrates his almost supernatural mobility, though needs more thought like possible built-in parry and stat modifications. Limit should follow target though, and possibly some cost system to simulate the limit break system. He's still really out-of-place in FFT though, presumably added for fans since FF7 and FFT were in development simultaneously, with FFT released 6 months after FF7

- Ramza: -brawler, +dual-wield (chap 2/3), -brawler +dual-wield (chap 4) (and many more equips, because at that point you likely have tons of gear going to waste and he's almost an onion-knight anyways). With this setup he has both dual-wield and doublehand like O.K. has, albeit slightly quirky when equipping some items (not sure what use Brawler is at that point, unless it does something more than increase unarmed attack)

Other than this, I think I threw around some more polearm, pole, flail, and knife use on some jobs since many go to waste later in game. Maybe a book and harp here and there. Still experimenting.

Sorry if I sound like I'm criticizing your work or if I butchered it with my crude and haphazardly untested modifications, which I can now appreciate the enormous amount of work you must have put in to this. The base Valeria 2.3 is still an excellent improvement since last I played (1.3.1).
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on March 15, 2021, 03:50:12 pm
To be honest I used to have OCD about missing JP Boost too but I decided to focus on gameplay experience after replaying for a while and I didn't lose as much. You use good support ability and your gameplay gets a lot better and more enjoyable.

Feel free to apply changes on your custom run as you see fit. Everyone has to start somewhere and Valeria is a good place to start too.

I also used to consider giving Thief more abilities like Balthier but buffing Speed/PA makes thief a lot better with Concentration. You can't miss landing hit.

Aim abilities can't be fixed with non-Aim command due to having special skill set flag so you can only tweak ability to work like Aim if you want to mix in.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: mikih on March 18, 2021, 03:59:32 pm
Hello,

Just wanted to say that I'm really enjoying this mod so far! It's one of the most refreshing things in replaying FFT, with all the changes to skills and jobs so far. I personally really like this mod as it takes me a bit of time to spend time modifying characters to my liking, grinding JPs and class is really rewarding in some sort. (i use frog and berserk to gain JP up very quickly with JP boost). I usually finish this game no longer than 3 days playing for a whole day, but this game takes a while to finish which I really appreciate. Though currently i'm on chapter 4 after 2 weeks of playing :)

However, just one thing remains.

At first, i downloaded this mod and played in on my original PSP handheld, everything was working fine and perfect. But since this mod takes a quite a bit of time to poach/grind JP and gain useful items, i figured it would be best to play in on the PPSSPP emulator with speed up animations. But the only thing that bugs me is the sound of swords when attacking (sword skills by agrias, or just physical attack), the sound that it makes is like weird 8-bit in a way, which doesn't deliver the satisfying blow upon hitting enemies like on my PSP handheld.

I tried finding more information about this, but can't find any resolution to this? Anybody know how to fix this? I'm guessing this is a bug within the emulator itself.

Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on March 20, 2021, 09:58:58 am
Quote from: mikih on March 18, 2021, 03:59:32 pmHello,

Just wanted to say that I'm really enjoying this mod so far! It's one of the most refreshing things in replaying FFT, with all the changes to skills and jobs so far. I personally really like this mod as it takes me a bit of time to spend time modifying characters to my liking, grinding JPs and class is really rewarding in some sort. (i use frog and berserk to gain JP up very quickly with JP boost). I usually finish this game no longer than 3 days playing for a whole day, but this game takes a while to finish which I really appreciate. Though currently i'm on chapter 4 after 2 weeks of playing :)

However, just one thing remains.

At first, i downloaded this mod and played in on my original PSP handheld, everything was working fine and perfect. But since this mod takes a quite a bit of time to poach/grind JP and gain useful items, i figured it would be best to play in on the PPSSPP emulator with speed up animations. But the only thing that bugs me is the sound of swords when attacking (sword skills by agrias, or just physical attack), the sound that it makes is like weird 8-bit in a way, which doesn't deliver the satisfying blow upon hitting enemies like on my PSP handheld.

I tried finding more information about this, but can't find any resolution to this? Anybody know how to fix this? I'm guessing this is a bug within the emulator itself.



I'm happy to hear that you enjoy Valeria mod. You can try changing audio backend to WASAPI or DSound and adjust latency to fix it.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Dr.Clovis on April 14, 2021, 06:56:20 pm
Hi, I had started this mod and I'm asking myself, on psp version the on-line items are accessible?
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on April 16, 2021, 01:18:31 am
Quote from: Dr.Clovis on April 14, 2021, 06:56:20 pmHi, I had started this mod and I'm asking myself, on psp version the on-line items are accessible?

If you participate in Rendezvous missions, you can get them.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Sparky on May 13, 2021, 01:09:17 am
I started this mod a couple months ago and really enjoyed it, especially in the beginning. Later in the game I got kinda bored with it but that's normal for FFT for me because once I've unlocked all the jobs and classes I want to use, I lose interest a little bit. I liked the rebalancing, there was an actual challenge to the game that made me rework old strategies. Some of the new job abilities were fun to play with, Rangers and Orators were actually worth using, and the innate abilities made me use some classes I wouldn't have normally used. I still sent my characters down the paths to ninja, samurai, and arcanist but I didn't have much use for the ninja or samurai in this mod so I actually used other classes. The only drawback to the rebalancing was that with all the abilities that you removed, there weren't many support or movement abilities left to use. I mostly stuck to Move +1 for movement, and jp boost, defense boost, and arcane defense for support. All of those can be picked up early and most of the good late game options were removed. This wasn't entirely your fault since there are a lot of useless abilities in the game to begin with, especially in the movement ability options. The only way to make it better would've been to create brand new abilities to replace the overpowered abilities that were removed. Overall I have had fun playing it and enjoyed the new challenges and strategies that your mod presented.

I'm still playing the game and I've had some issues with the Onion Knight class. Nothing game breaking but a little frustrating and odd.

Some of my characters can't use some onion knight abilities while others could use them all. I'm only referring to the 5 abilities that the class starts with, not the monster abilities. Only a few can use Celestial Stasis and some couldn't use charm or one or more breath abilities even after they're unlocked. Is there a level requirement or some reason that some of those can't be used by certain characters?


Thanks for the mod, it's been fun. Let me know if you have any solutions for the OK issues and thanks again.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Filil on May 17, 2021, 09:28:49 pm
Quote from: Windows X on April 16, 2021, 01:18:31 amIf you participate in Rendezvous missions, you can get them.

Hi! I'm a brand new FFT mods player. And i'd like, if possible, that you could explain how to do Rendezvous missions. I'm using PPSSPP program on my Android to play the game. Could u tell me how to do it, please?

Thanks! And congratulations for the mod, i just began and i'm liking it so much!
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on May 22, 2021, 07:18:05 am
Quote from: Sparky on May 13, 2021, 01:09:17 amI started this mod a couple months ago and really enjoyed it, especially in the beginning. Later in the game I got kinda bored with it but that's normal for FFT for me because once I've unlocked all the jobs and classes I want to use, I lose interest a little bit. I liked the rebalancing, there was an actual challenge to the game that made me rework old strategies. Some of the new job abilities were fun to play with, Rangers and Orators were actually worth using, and the innate abilities made me use some classes I wouldn't have normally used. I still sent my characters down the paths to ninja, samurai, and arcanist but I didn't have much use for the ninja or samurai in this mod so I actually used other classes. The only drawback to the rebalancing was that with all the abilities that you removed, there weren't many support or movement abilities left to use. I mostly stuck to Move +1 for movement, and jp boost, defense boost, and arcane defense for support. All of those can be picked up early and most of the good late game options were removed. This wasn't entirely your fault since there are a lot of useless abilities in the game to begin with, especially in the movement ability options. The only way to make it better would've been to create brand new abilities to replace the overpowered abilities that were removed. Overall I have had fun playing it and enjoyed the new challenges and strategies that your mod presented.

I'm still playing the game and I've had some issues with the Onion Knight class. Nothing game breaking but a little frustrating and odd.

Some of my characters can't use some onion knight abilities while others could use them all. I'm only referring to the 5 abilities that the class starts with, not the monster abilities. Only a few can use Celestial Stasis and some couldn't use charm or one or more breath abilities even after they're unlocked. Is there a level requirement or some reason that some of those can't be used by certain characters?


Thanks for the mod, it's been fun. Let me know if you have any solutions for the OK issues and thanks again.

I'm glad to hear you like my changes on Valeria mod which are based on Tactics Ogre and later Tactics series by the same author.

Removing broken abilities and combination was a necessary move to keep the game enjoyable. However, unique job skill I added in Valeria 2 helped bringing some back also.

About Move/Jump+1 only, I'd like to remind you most maps are designed in 10x10 size so +2/3 will remove make move 4 jobs pointless.

However, I also enhanced a lot of boots with Move+1 also like having extra PA/MA/SPD with Move +1 which is very useful upgrade to compensate that.

Onion Knight still has some weird glitches as you found. I also don't know why some units just can't use 5 main skills but it used to be fine from testing.

About support abilities you mentioned, some can be unexpectedly useful like Equip Crossbow on Thief will have never miss ranged attack that scales with PA.

Using Equip Shield on mage units for extra evasion can save their lives a lot too. I also use Equip Polearm on Samurai with Jump myself sometimes also.

If you unlock Dark Knight job later on, there's also HP Boost which is a good ability for your tank unit. Equip Gun on Chemist also works well or you can equip heavy armor on Ninja also.

Feel free to try strange class/job combination and you may find some unexpectedly useful builds there after moving obvious ones to unique job skill. :)

Quote from: Filil on May 17, 2021, 09:28:49 pmHi! I'm a brand new FFT mods player. And i'd like, if possible, that you could explain how to do Rendezvous missions. I'm using PPSSPP program on my Android to play the game. Could u tell me how to do it, please?

Thanks! And congratulations for the mod, i just began and i'm liking it so much!

Using NET Play emulation with another PPSSPP device should be working fine I guess.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: HippeusOmega on July 23, 2021, 06:24:16 pm
Hi I had a question. I started trying out this mod today and first of all liking it so far. Especually the changes to makes. Even made Ramza a mage. Something I usually don't do with him.  Will have some more thoughts later on.

Anyways, I have run into a problem with jobs unlocking. For some reason despite having the requirements for Summoner and Time Mage that you listed they're still locked. I have both Mystic and Orator at lvl 2 like you posted but still not showing up. Any advice?
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Thaerin on July 30, 2021, 04:22:31 am
Quote from: HippeusOmega on July 23, 2021, 06:24:16 pmHi I had a question. I started trying out this mod today and first of all liking it so far. Especually the changes to makes. Even made Ramza a mage. Something I usually don't do with him.  Will have some more thoughts later on.

Anyways, I have run into a problem with jobs unlocking. For some reason despite having the requirements for Summoner and Time Mage that you listed they're still locked. I have both Mystic and Orator at lvl 2 like you posted but still not showing up. Any advice?

If you are playing 2.3 as I am playing, the unlock for Time Mage is Mystic 3 and the unlock for Summoner is Orator 3.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Thaerin on July 30, 2021, 05:10:13 am
I would like to give a slightly incomplete review of your mod. I am in chapter 4 and I have collected all the characters... I will list my opinions as  pros / cons / suggestions lists.

PROS
1. Class reworking created a more balanced gameplay.
2. Many battles are considerably more challenging, especially because Ramza is unable to dart around screaming at himself...
3. Removal of Calc class is VERY much appreciated. I feel like Anarchist class should have been available from the start as a comparison to the ultimate physical classes.

CONS
1. Argath is a boss that self heals... really? Given that black mages have become OP variants of summoners, the final battle of chapter 1 was the hardest fight thus far. Once I finally got him cornered, I was slowing hacking away at his ever replenishing health. Honestly, I had a harder time with Argath than I did Lucavi form Wiegraf.
2. Some classes are OVER compensated in power. Black mage skills are now cheaper and more powerful versions of summoner skills, making summoner off secondary skills a thing of the past. Considering you cannot transfer certain skills now like faster casting speeds, summoning just does not make sense.
3. Samurai is another class that is now too powerful. ... Agrias has basically become what Orlandeau use to be. Samurai with her naturally balanced PA and MA plus lip rogue gives her the range and damage expected of sword Saint skills in the original release. Samurai skills seem impossible to ignore considering the range of sword skills has dropped.
4. Dawnblade is a game breaker. While everyone else hits for maybe 200-300 damage... Ramza and Luso are consistently striking for 500-999 every attack. It does not help that Dawnblade also has a range of 3 and no limit on y axis.
5. Orlandeau, though I like his new skill set, he no longer feels like the "Thunder God" ... his skill set seems more like... Templar... or Paladin... maybe if he had a lightning sword technique?
6. (Edit) after fighting more boss fights, I have come to the realization that Balthier has become over-nerfed. Stealing is nerfed because all stolen loot is all shop tier or just 1 tier higher. Guns are nerfed in range down to 6 from 8, and Balthier specifically was nerfed by taking away his best skill. He simply is no longer a valid unit.

Suggestions
1. Improve summoner class to make it worth using and to make players afraid to fight them. Maybe lower cast time and give the class MA up. passive?
2. Special classes are limited based on available abilities. I am not referring to movement skills, I like the removal of move+2 and 3. Talking about the passive benefits. I was not able to make Agrias a summoner because she cannot have fast cast equipped as a holy knight. Characters are more set in stone for how they can be raised due to the limited skills that can be transferred from classes. I think some of those skills should be transferable so players can have a more customized playthrough.
3. ... this is more just an idea I had that I think would make mages more fun to play... there are 12 black mage spells between fire, blizzard, and thunder... and they are all exactly the same. I was thinking a complete overhaul of the spells. Ice touch, fork lightning, fire rain. Remove current Blackmagic spells and replace with new ones that could potentially be used throughout the playthrough because each spell can work in different situations. Extra boon, if only 9 or so spells are made, that frees up the remaining skills to help balance other classes! (Edit) adding to this, black magic seems weaker the further into the game you go and becomes outclassed by samurai skills and time magic for mixed attackers, Anarchist magic by pure magic attackers, and nearly all sword skill classes have more power than black magic as well.
4. Please make Cloud a valid hero to use! His limit break skills all are very short range and play pretty much the same way as each other. Making it so you would only choose the skill based on how much time you want to sit there charging for... does every limit break have to require a charge?

I know I focused more on negative and hopeful changes, but honestly, I love the work you put into the game. It feels so fresh again. Thank you for your dedication and hard work! :)
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: KairuKai on August 05, 2021, 07:57:39 am
Quick comment about Gokuu pole. It does not seem to apply "Effect: Atheist" although it does have that text in its description. Is this a bug or a text oversight?

**Nevermind, I'm dumb  :shock:
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on August 28, 2021, 04:29:32 pm
Quote from: Thaerin on July 30, 2021, 05:10:13 amI would like to give a slightly incomplete review of your mod. I am in chapter 4 and I have collected all the characters... I will list my opinions as  pros / cons / suggestions lists.

PROS
1. Class reworking created a more balanced gameplay.
2. Many battles are considerably more challenging, especially because Ramza is unable to dart around screaming at himself...
3. Removal of Calc class is VERY much appreciated. I feel like Anarchist class should have been available from the start as a comparison to the ultimate physical classes.

CONS
1. Argath is a boss that self heals... really? Given that black mages have become OP variants of summoners, the final battle of chapter 1 was the hardest fight thus far. Once I finally got him cornered, I was slowing hacking away at his ever replenishing health. Honestly, I had a harder time with Argath than I did Lucavi form Wiegraf.
2. Some classes are OVER compensated in power. Black mage skills are now cheaper and more powerful versions of summoner skills, making summoner off secondary skills a thing of the past. Considering you cannot transfer certain skills now like faster casting speeds, summoning just does not make sense.
3. Samurai is another class that is now too powerful. ... Agrias has basically become what Orlandeau use to be. Samurai with her naturally balanced PA and MA plus lip rogue gives her the range and damage expected of sword Saint skills in the original release. Samurai skills seem impossible to ignore considering the range of sword skills has dropped.
4. Dawnblade is a game breaker. While everyone else hits for maybe 200-300 damage... Ramza and Luso are consistently striking for 500-999 every attack. It does not help that Dawnblade also has a range of 3 and no limit on y axis.
5. Orlandeau, though I like his new skill set, he no longer feels like the "Thunder God" ... his skill set seems more like... Templar... or Paladin... maybe if he had a lightning sword technique?
6. (Edit) after fighting more boss fights, I have come to the realization that Balthier has become over-nerfed. Stealing is nerfed because all stolen loot is all shop tier or just 1 tier higher. Guns are nerfed in range down to 6 from 8, and Balthier specifically was nerfed by taking away his best skill. He simply is no longer a valid unit.

Suggestions
1. Improve summoner class to make it worth using and to make players afraid to fight them. Maybe lower cast time and give the class MA up. passive?
2. Special classes are limited based on available abilities. I am not referring to movement skills, I like the removal of move+2 and 3. Talking about the passive benefits. I was not able to make Agrias a summoner because she cannot have fast cast equipped as a holy knight. Characters are more set in stone for how they can be raised due to the limited skills that can be transferred from classes. I think some of those skills should be transferable so players can have a more customized playthrough.
3. ... this is more just an idea I had that I think would make mages more fun to play... there are 12 black mage spells between fire, blizzard, and thunder... and they are all exactly the same. I was thinking a complete overhaul of the spells. Ice touch, fork lightning, fire rain. Remove current Blackmagic spells and replace with new ones that could potentially be used throughout the playthrough because each spell can work in different situations. Extra boon, if only 9 or so spells are made, that frees up the remaining skills to help balance other classes! (Edit) adding to this, black magic seems weaker the further into the game you go and becomes outclassed by samurai skills and time magic for mixed attackers, Anarchist magic by pure magic attackers, and nearly all sword skill classes have more power than black magic as well.
4. Please make Cloud a valid hero to use! His limit break skills all are very short range and play pretty much the same way as each other. Making it so you would only choose the skill based on how much time you want to sit there charging for... does every limit break have to require a charge?

I know I focused more on negative and hopeful changes, but honestly, I love the work you put into the game. It feels so fresh again. Thank you for your dedication and hard work! :)


Thank you for your feedback. I believe you figured out class unlock on Summoner and Time Mage now which requires level 3 job (I forget to change on second part).

I really appreciate your feedback and here's my comment about your listing.

Pros
1. Glad to hear you like that. It took me a while to adjust each job over time for ability adjustment, rework, or even revamp whole job itself.
2. It's considered harder since most cheese are gone so some fights will need more strategic deployment and execution to play smoothly.
3. I tried re-balancing Calc also but decided to give up since concept itself can't be balanced out. Arcanist is considered single job ultimate mage class when there's 2 physical one.

Cons
1. Original Argath has auto-potiion by default. But being able to use basic items freely allows Potion / Antidote/ Phoenix Down to be used more frequently. Normally I don't find this hard since he can be nuked efficiently as you can see from here.

https://www.youtube.com/watch?v=HG2mBmlTL_k

2. Summon has wider range, won't hit allies and has chance to inflict status. So Black Magicks is revamped for pure DPS efficiency although buff isn't that big to be honest. It's 1/1/2/4 increment.

As for Summoner, Shiva/Ramuh/Ifrit doesn't have damage reduction at all but has CT decreased with status infliction. For higher tier spells, they have damage reduced but CT is reduced a lot too.

The better parts of Summoner are being able to heal, inflict status, and status recovery also. So Halve MP with secondary skill for other Magicks can work for long fight.

3. Samurai has become more powerful as a few people hoped to be. I tried to adjust damage scaling a few times and I have to admit it's hard to make this balanced consistently for 2-4 chapters.

Maybe I can tone down damage multiplier a bit to make it more balanced in next update. Since he can't provide party buff anymore, I want to make him stronger to compensate that.

4. Dawnblade is indeed a game breaker skill for hero cheese. Well, compared to Scream and run around until Ramza becomes super saiyan 5, I guess this is still more acceptable.

I'm pretty sure I added vertical tolerance 3 which is 1 height higher than most sword skills. I checked FFTPatcher and it was applied properly also. Maybe I should reduce range to 2.

5. I actually considered giving Agrias new skills I gave Orlandeau before. But having Paladin skills with Duskblade/Shadowblade would be cool for having both light/dark.

From my understanding, Thundergod is like lightning fast and his Duskblade/Shadowblade are broken enough for that title in my opinion. He can hit and heal and kill everyone by himself.

6. It's more like Gun being nerf since range 8 is too long for most maps with 10x10 box. Original Barrage is broken ability and re-balance to WP*SP can scale over time for more damage with Adrenaline Rush.

I nerfed end game guns also due to dual wield gun being allowed so maybe that's why it feels lacking a bit since Dual Wield can't be used freely anymore. I'll consider buffing late game guns a bit.

Suggestions
1. I already reduced CT on most summons. Enemies will spam Titan more when original hardly use it due to CT being too long. MA Growth is also increased a lot (42 only second to Arcanist) and MA Multiplier is 135 when Time Mage get only 120 now.

Maybe I'll raise damage factor by 2 to be worth using more for DPS. Black Magicks getting range buff makes Summon less appealing indeed but not hitting allies allows you to use Summon better.

2. While unique job skill has restrictions, it also resolves many broken combo issues allowing some removed abilities to come back in 2.0 release. If you want Swiftness, use Time Mage job and you can cast faster. That's the point of unique job skill.

If you can use those broken abilities freely on any job, please remember about original game where having Black Mage with Swiftness support ability casting Iaido and kills everything. Or dual wield on all malee DPS.

So, having extra unique job skill added into job itself is a bonus and you can consider changing job to match with your play style better. Maybe you can give Agrias Time Mage job wih Equip Sword to use her Holy Knight abilities if you want to.

I also play Agrias as White Mage with Equip Sword before and it works pretty well too. Using Geomancer or Samurai would be great also. Her default job is also good at tanking with Arcane Defense.

3. I also considered that as well but I still think original concept of MP/CT/DPS efficiency is still good for now. It looks boring but if you can kill this unit with Fira, there's no need to use Firaja spell, right?

Black Magicks in Valeria has lower CT so lower tier spells are still useful to fill damage within allowed CT. If I decide to remove CT completely, I'd consider changing 4 tier spells to something else for sure. :)

4. Most of Cloud's abilities are dealing strong damage and debuff so making it instantly will be broken like holy sword skills. Having Agrias for one would be enough already and I honestly don't want to have another broken skill set.

I also reduced CT of most Cloud abilities to make it more viable and tuned late game skills to be more usable too. Maybe you can change Cloud to Time Mage and use Equip Sword to use his Limit Break faster.

Anyway, I really appreciate your feedback and I certainly agree with most of your opinions so 2.4 will be out next with most of your feedback applied. :)
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: PiotyrHB on August 31, 2021, 09:34:54 am
I wish to suggest some more theme based suggestions rather than balance based ones.
1 I think throw stone should be brought back because its an iconic move for Ramza (its in dissidia for example along with rush), I am sure you can think of a way to rework it to be interesting.
Second may I suggest making some changes to Balthier and Luso to give them some uniqueness? I always felt it kind of lame that they are just copies of other characters.
Finally have you looked at ramzas Dissidia moveset for inspiration for some Ramza move changes? Two or three of them I bet could convert well.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on September 01, 2021, 05:15:49 am
Quote from: PiotyrHB on August 31, 2021, 09:34:54 amI wish to suggest some more theme based suggestions rather than balance based ones.
1 I think throw stone should be brought back because its an iconic move for Ramza (its in dissidia for example along with rush), I am sure you can think of a way to rework it to be interesting.
Second may I suggest making some changes to Balthier and Luso to give them some uniqueness? I always felt it kind of lame that they are just copies of other characters.
Finally have you looked at ramzas Dissidia moveset for inspiration for some Ramza move changes? Two or three of them I bet could convert well.

Maybe different project for other theme. I kinda have some ideas for Vanilla variant too. Ramza from Dissidia is about fighting game so it's not reall soul suceessing for tactics series. Also, people use throw stone for exp/jp farming so I kinda want to fix that too.

Anyway, I haven't played Dissidia game yet so I may not see bigger picture of it like you do. If you have specific abilities to recommend, please let me know.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: crowbareater on October 22, 2021, 07:31:14 am
is it ok to add this prepatched for others to use on a other website? (with credit of the creator and the link to the original post)
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: Windows X on October 23, 2021, 06:50:03 pm
Quote from: crowbareater on October 22, 2021, 07:31:14 amis it ok to add this prepatched for others to use on a other website? (with credit of the creator and the link to the original post)

Could you elaborate about that? If it's patched ISO so no patch applying required, that's illegal.
Title: Re: FFT: WOTL - Valeria 2.3 "Ivalice Remastered"
Post by: deadnarwhal on November 13, 2021, 09:22:40 am
any other place I can download this mod?  My computer goes into spaz mode thinking I'm DLing some bad stuff.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on November 22, 2021, 05:05:59 pm
FFT: WOTL Valeria 2.4 - Re-balance updates with ASM hacks quality of life updates

Valeria 2.3 has been out for a while and I'm glad to hear people are enjoying this project better over time. After receiving thoughtful feeback, I made some adjustments for better gameplay experience.


Samurai's offensive abilities re-balance
When Samurai's reworked abilities were first introduced, it's quite hard to find the middle ground where things should scale properly despite having a lot of testing involved before release.

After 2.3 update, I realized it's still overtuned a little and toned down for more reasonable level. Well, it's only little nerf around 10% damage reduction for re-balance purposes.


Summoner's summon abilities re-balance
After playing 2.3 with summon a bit, I find summoning becoming quite too pale in comparison to black magicks that received buffs recently.

So it took a long while to decide how I should apply re-balance between black magicks and summon so my playthrough got postponed for a long while.

Finally, I decided to buff damage factor of Summon abilities to be around original WOTL release. Shiva/Ramuh/Ifrit/Titan will be more powerful closer to PSX damage.


White/Black Mage's 4-tier abilities re-balance
Since focus on black magicks is changed to fast and strong offensive abilities, it was quite too powerful compared to summoner's summons.

After testing for a while, I realized it's the effect area being buffed too much so 4-tier white/black magicks are changed to 0-0/1-1/1-3/2-3 scaling again.

I also changed CT scaling of white magicks to 1/2/4/7 and black magicks to 2/3/5/8 increasing extra CT on -ja spells.


Reworked Barrage for Archer/Balthier
Some people complained about Balthier being lackluster in Valeria due to his signature Barrage is changed. Well, that was broken abilities to begin with.

After giving some thoughts and testing for a while, I decided to bring back Barrage as performing magical attacks 4 times at MA/2 * MA.

Although I still find it some what quite powerful with MA build but it shouldn't break the balance like original Barrage that gives flat 2X damage with 4 chance to crit over normal attack.

I also reverted damage reduction on most guns back to original except Stoneshooter due to chance to inflict stone effect is still there.


Reworked Luso abilities with real Huntcraft
As you saw Huntcraft in Onion Knight before, it was actually designed for Luso but I feel it'd be wasteful for only one special character to get blue mage-like abilities.

However, I also realized it'd be even more wasteful to make Luso just a Ramza clone with Delita stats so I decided to move skill set from Onion Knight back to Luso.

I also replaced Goblin Punch/Self-Destruct with Ultima/Choco Meteor so Luso can still learn Ultima in chapter 3 and teach Ramza in chapter 4 later.

Onion knight will not have any ability as original game so I gave this job extra buff to 125% when this job is mastered.


Added ASM hacks from Valhalla editor
I considered these new ASM hack features before releasing 2.3 but I need to test and make sure it will be compatible with my mod first. Now I tested these ASM hack features and implemented the following featues.

-Added smart encounter triggering battle only on selected location
-Changed critical damage to always deal 50% extra damage
-Changed initial camera to zoom far with high angle
-Changed Rend abilities to not deal damage if weapon is already broken
-Decreased required gil amount in inventory to trigger Agrias' birthday quest (500,000 -> 50,000)

I also considered level cap feature that will cap level limit in each chapter to 15/30/50/99 but that wouldn't allow over grind run to work so I put this feature on hold for now.


I also fixed Dawnblade bug failing to inflict Slow status and nerfed its range/vertical as Duskblade/Shadowblade also. That should fix Dawnblade from being game breaking with some range constraints.

This update can shouldn't affect existing 2.3 save that much except you need to re-learn Luso abilities from monsters. If you have any advice for changes in future updates, please let me know.



2.4
-Added smart encounter triggering battle only on selected location
-Changed 4-tier range scaling of Cure/Fire/Thunder/Blizzard abilities to (0-0/1-1/2-2/3-3 -> 0-0/1-1/1-3/2-3)
-Changed critical damage to always deal 50% extra damage
-Changed CT of 4-tier Cure spells to (1/2/4/6 -> 1/2/4/7)
-Changed CT of 4-tier Fire/Blizzard/Thunder spells to (2/3/5/7 -> 2/3/5/8)
-Changed initial camera to zoom far with high angle
-Changed Lightning Strike to reworked Barrage performing 4 magical attack with damage factor MA/2 * MA and have JP cost decreased (1200 -> 800)
-Changed Rend abilities to not deal damage if weapon is already broken
-Decreased MP damage percentage of Osafune ability due to bonus MA factor (30 -> 25)
-Decreased damage factor of Ashura ability (12 -> 10)
-Decreased damage factor of Kotetsu ability (15 -> 12)
-Decreased damage factor of Ama-no-Murakumo ability (20 -> 18)
-Decreased damage factor of Muramasa ability (25 -> 24)
-Decreased damage factor of Kiku-ichimonji ability (24 -> 20)
-Decreased damage factor of Chirijiraden ability (40 -> 36)
-Decreased required gil amount in inventory to trigger Agrias' birthday quest (500,000 -> 50,000)
-Fixed Dawnblade not applying Slow status properly and have range decreased (3 -> 2), vertical decreased (3 -> 2)
-Increased damage factor of Bahamut ability (38 -> 42)
-Increased damage factor of Cyclops ability (42 -> 44)
-Increased damage factor of Ifrit ability (20 -> 23)
-Increased damage factor of Leviathan ability (28 -> 32)
-Increased damage factor of Odin ability (32 -> 36) and change chance to inflict status (Dead -> Doom)
-Increased damage factor of Ramuh ability (20 -> 23)
-Increased damage factor of Salamander ability (30 -> 34)
-Increased damage factor of Shiva ability (20 -> 23)
-Increased damage factor of Titan ability (24 -> 27)
-Increased hit rate of Sylph ability (170 -> 180)
-Increased Onion Knight's HP/MP/Speed/PA/MA Multiplier when mastered (120 -> 125)
-Increased weapon power of Stoneshooter (12 -> 14)
-Replaced Luso's skillset with Huntcraft and replaced Goblin Punch/Self-Destruct with Ultima/Choco Meteor
-Reverted ??? status on Argath during Ziekden Fortress fight
-Reverted Onion Knight's skill set
-Reverted weapon power reduction on Ras Algethi, Glacial Gun, Blaze Gun, and Blaster

FFT: WotL - Valeria 2.4 Info - https://ffhacktics.com/smf/index.php?topic=11872.0
FFT: WotL - Valeria 2.4 (PSP USA) - https://www.mediafire.com/file/p719tefn60jsazn
FFT: WotL - Valeria 2.4 (PSP EUR) - https://www.mediafire.com/file/v6onbgecgdpmjzv

Feel free to share your experience about Valeria 2.4 update for better updates in future and I apologize not being able to completely finish Valeria 2 projet as intended until now. :)
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: conscientexistence on November 30, 2021, 03:35:46 am
This seems right up my alley and I am using it for my first playthrough of the game.
Does this mod mess with any missables in the game and how they are acquired? I am not sure I noticed that, hopefully I didn't miss it. Otherwise I guess I can just keep an eye on the missables list on like GameFAQS and stick to it.

Other questions:
- Any tips on playing this? Especially for beginners? Do we want to run the tutorial again perhaps or is that unedited and inaccurate in terms of how the mods works? (I remember it being an entire mission from previous attempts at getting into the game, but I may misremember)
- Anything to be aware of if playing this on PPSSPP?
- Any existing CWCheats that this mod breaks? Any that still work?
- Not really a question lol, but anyone else not a fan of the battle prompts thing? I just turned them off, dunno if its actually helpful for playing the game.

EDIT:
If there's a more appropriate forum  where I can ask this shiz, do lmk. I got confused AF and ultimately just decided to ask it all here.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on December 01, 2021, 11:46:12 am
Quote from: conscientexistence on November 30, 2021, 03:35:46 amThis seems right up my alley and I am using it for my first playthrough of the game.
Does this mod mess with any missables in the game and how they are acquired? I am not sure I noticed that, hopefully I didn't miss it. Otherwise I guess I can just keep an eye on the missables list on like GameFAQS and stick to it.

Other questions:
- Any tips on playing this? Especially for beginners? Do we want to run the tutorial again perhaps or is that unedited and inaccurate in terms of how the mods works? (I remember it being an entire mission from previous attempts at getting into the game, but I may misremember)
- Anything to be aware of if playing this on PPSSPP?
- Any existing CWCheats that this mod breaks? Any that still work?
- Not really a question lol, but anyone else not a fan of the battle prompts thing? I just turned them off, dunno if its actually helpful for playing the game.

EDIT:
If there's a more appropriate forum  where I can ask this shiz, do lmk. I got confused AF and ultimately just decided to ask it all here.

Glad to hear you like it. This mod won't mess with missables so you can play normally as before. Actually, it's even easier to get rare treasure hunt items.

As for beginner tips, I recommend watching my recorded videos so you can see how to play on some stages you may stuck early.

It's not difficulty mod but enemies will get to access more abilities with free JP so you will fight more equipped units than original.

Jobs will have unique job skill so using certain job for its unique ability will help you a lot like Time Mage for Swiftness or Ninja for Doublehand.

CWCheats should still work from what I test. It's mostly re-balance with some abilities and jobs reworked. You can play and enjoy Valeria without worrying too much. :)
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: baka-san on December 20, 2021, 08:45:27 am
Does anyone have the 2.4 fftpatch file (not the patched iso)? I want to make some tweaks, however, I've been unable to open the patched iso in fftpacher (I get an error when I try to).
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Murse_Jon on December 25, 2021, 12:20:39 am
quick question just to confirm: this can't be played on a playstation emulator correct? Only for PSP is what I am seeing, and I don't have a PSP emulator. Just checking, this mod sounds really great btw!
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on January 12, 2022, 06:13:46 pm
Quote from: baka-san on December 20, 2021, 08:45:27 amDoes anyone have the 2.4 fftpatch file (not the patched iso)? I want to make some tweaks, however, I've been unable to open the patched iso in fftpacher (I get an error when I try to).

Maybe you can import with FFTPatcher and apply mod on ISO yourself for tweaks.

Quote from: Murse_Jon on December 25, 2021, 12:20:39 amquick question just to confirm: this can't be played on a playstation emulator correct? Only for PSP is what I am seeing, and I don't have a PSP emulator. Just checking, this mod sounds really great btw!

You can use PPSSPP for PSP emulation. Can work on PC/Android devices.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: hugo124 on January 16, 2022, 09:03:03 pm
Hi Windows X,

I just began my journey with Valeria Mod and it is quite interesting, really thanks for your efforts. But after reading your note I am really curious about one thing: Why the C-Ev% of ninja is worse than thief? Considering ninja is a job more combat-oriented, shouldn't it be higher than thief?
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on January 21, 2022, 02:53:04 pm
Quote from: hugo124 on January 16, 2022, 09:03:03 pmHi Windows X,

I just began my journey with Valeria Mod and it is quite interesting, really thanks for your efforts. But after reading your note I am really curious about one thing: Why the C-Ev% of ninja is worse than thief? Considering ninja is a job more combat-oriented, shouldn't it be higher than thief?

With pleasure. I hope you enjoy Valeria mod. I'm too busy to play it myself now. About Ninja's evasion nerf, Ninja has highest innate speed growth with very high DPS ceiling such as dual wield, reducing evasion to compensate Ninja will balance things out better. Thief was lackluster before but with highest evasion and base speed multiplier along with always hit can make thief more viable jobs.

Not to mention Ninja also have Reflexes which double evasion so reducing base evasion is still reasonable for current rate. Thief doesn't have much for offensive so buffing survival for more utility is good niche imho.

Regards,
Keetakawee
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: ej1999ej on March 14, 2022, 09:28:44 pm
Hello, I just started the mod and am having a fun time so far, just started chapter 2., and I have a question. Does crystalizing an undead with burial count as it being killed toward dark knight requirements since it becomes a crystal?

Also do reaction abilities still have bravery decide if they trigger or not? I kept the game default units since brave and faith don't scale anymore and they don't seem to be responding to attacks as much as my normal 70 brave units usually do.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on March 17, 2022, 12:48:06 pm
Quote from: ej1999ej on March 14, 2022, 09:28:44 pmHello, I just started the mod and am having a fun time so far, just started chapter 2., and I have a question. Does crystalizing an undead with burial count as it being killed toward dark knight requirements since it becomes a crystal?

Also do reaction abilities still have bravery decide if they trigger or not? I kept the game default units since brave and faith don't scale anymore and they don't seem to be responding to attacks as much as my normal 70 brave units usually do.

To be honest I haven't tried that yet myself but unit that triggers crystalization should count technically. The purpose of Burial is to convert enemy's unit to learn abilities instantly rather than waiting 3 turns for chance to be crystal or chest.

Most reaction abilities are based on bravery points as before. Some may not use bravery point like original. Only brave/faith manipulation is removed and revamped into something else that can be useful or contribute other jobs better.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Ananda on March 28, 2022, 09:09:39 pm
Hello!
What program do you use to patch the game?

Greetings
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Blank?? on March 29, 2022, 09:19:03 am
ranger skill has barrage not lightning strike on the patch i downloaded, and orator praise and weaken has 5 tiles cros layout, is this a bug?
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on April 02, 2022, 12:43:53 pm
Quote from: Blank?? on March 29, 2022, 09:19:03 amranger skill has barrage not lightning strike on the patch i downloaded, and orator praise and weaken has 5 tiles cros layout, is this a bug?

barraged is modified ma/2 * ma magical attack 4 times now in 2.4. about 5 tiles across layout, please check your equipped weapon as it looks like book's weapon range.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Blank?? on April 02, 2022, 03:58:16 pm
a correction of my statement above, i meant was the radius of praise and weaken has 2horizontal and 2vertical, the range is normal.
this can be abuse its like giving 5 chars +1 PA every turn

also the preotecja and shellja skill and some other skills has ct 100? or ct 00
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on April 19, 2022, 09:29:54 pm
Quote from: Blank?? on April 02, 2022, 03:58:16 pma correction of my statement above, i meant was the radius of praise and weaken has 2horizontal and 2vertical, the range is normal.
this can be abuse its like giving 5 chars +1 PA every turn

also the preotecja and shellja skill and some other skills has ct 100? or ct 00


Ah I see. The Praise one is a bug. It's supposed to give to one unit only but I got mixed up with other AoE debuffs. Will fix that in next update. As for weaken, it's intentional to have AoE level down with 50+MA chance and evadable also. Enemy with higher magic evasion will have less chance to success.

Protectja/Shellja/Hasteja/Slowja has CT 1 with 100 Speed. Speed is calculated from 100/CT. Ja tier will cast spell faster with higher success rate and range.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Jappadog on July 30, 2022, 09:57:15 pm
Hi I just modded the game and I was wondering if it would be possible to fix the ui glitches and japanese text that shows up in battles.

For example:

UI glitch: https://imgur.com/IqVsJVS or https://imgur.com/cPjvErl

Japanese text bug: https://imgur.com/uJbF2P3
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Seirno on August 07, 2022, 09:30:20 am
I can say I enjoyed a majority of this mod, but a lot of it was equally frustrating too.  I played up to the chapter
3 monastery sequence before I just got bored with it.  Part of it was the mod, the other part is that's just how FFT goes when you've played it for 20 years.  Magic and rangers are straight up overpowered compared to a majority of things available in the game.  I can't really agree that this isn't an "added difficulty mod" overall.  For the points below, keep in mind I did next to zero additional grinding, as that was stated in the OP that the game was intended to not grind through.

Some good stuff:
1.  I like the unique flavors of some of the classes with how their skills are handled and changed up.
2.  The innate passives are an interesting touch and changes the way some of them are played.
3.  Removing/changing a lot of the overpowered abilities definitely makes you think of other strategies to finish some fights.
4.  Most of the equipment changes were good changes, though I feel the shield nerfs were unnecessary (except maybe the ultimate shields.)

Some bad stuff:
1.  Story fight scaling is fine if everything was still vanilla cost, but with the reduced/changed JP costs of some abilities, combined with the formula changes, it gets absurd very fast.  Level scaling is fine, but their gear should not be 1-2 tiers above what you have available.  With zero extensive grinding, around level 23ish, the knights at Lesalia had crystal equipment.  Such inflated HP totals that they almost literally just walked through everything I threw at them and proceeded to chop people for 80-90HP a swing while the monks sat back and spammed Aurablast or Shockwave.
2.  There isn't any consistency for the difficulty of the story fights.  My first point of contention was Dorter.  Already a fairly difficult fight in vanilla, this cranked it up to 15/10.  Having an archer with almost half the entire map as range (able to deal over 50% HP per attack), two black mages that instant cast -ra spells for 90-100% of your HP (I had my full HP knight one-shot killed several times), and a tanky knight that outclasses all of your gear just isn't fun.  Without excess grinding you don't have nearly enough available to match the enemy.  Every other story fight was a breeze up until the execution site.
3.  The execution site is where I adopted the "mass summoning until everything is dead" tactic because nothing else was working.  Gafgarion being able to move effectively across the map and deal 60-80HP with Night Sword is nuts.  Rangers are so fast that whatever Gafgarion didn't finish off, they could shoot across the map and finish off whatever he didn't before you even have a chance to recover.  Not to mention if the time mages woke up on the wrong side of the bed, instead of actually being a partial nuisance with haste/slow, they nuked everything below them with time/black magic.
4.  Magic and bows are overpowered.  I felt consistently much, much underpowered through the game because I just didn't have the HP totals to even remotely stand a chance against multiple mages or archers.
5.  I can understand why some of the nerfs were made to Agrias' skills but from what I saw, they were effectively a waste of a spot now, and you were better off just giving her magic instead.  Magic has better range, no vertical limits, does more damage, and hits more spaces with less restrictions than her sword skills.  She's nothing more than a generic 2.0 now.

There are probably a few other things I'm failing to remember, but that's most of my feedback for the mod.  What actually got me to stop was the dragoons in the monastery.  If I play the classes I want, they outspeed me and go stab people in the face for 90+ damage before I get a turn to move, while having almost 400 HP due to being in full crystal/platinum equipment.  If I try and build beefy characters or inflict status effects, it's back to relying on RNG to land the statuses while they're wailing on me for almost half my HP per hit.  I was back to either running way until they were sufficiently grouped and obliterated them with summons/magic or relying on RNG that everyone didn't get murdered before I could inflict them with enough status that I had a decent chance to live long enough to kill one of them.  It just lost its fun at that point.  If story scaling was removed, I think it would make it much more enjoyable to play through.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on August 11, 2022, 11:21:44 pm
Quote from: Jappadog on July 30, 2022, 09:57:15 pmHi I just modded the game and I was wondering if it would be possible to fix the ui glitches and japanese text that shows up in battles.

For example:

UI glitch: https://imgur.com/IqVsJVS or https://imgur.com/cPjvErl

Japanese text bug: https://imgur.com/uJbF2P3

It looks like you used unclean ISO with Valeria patch. Please make sure you patch with clean USA/EUR iso and patch with right language version. Patching on unclean ISO will result glitches.

Quote from: Seirno on August 07, 2022, 09:30:20 amI can say I enjoyed a majority of this mod, but a lot of it was equally frustrating too.  I played up to the chapter
3 monastery sequence before I just got bored with it.  Part of it was the mod, the other part is that's just how FFT goes when you've played it for 20 years.  Magic and rangers are straight up overpowered compared to a majority of things available in the game.  I can't really agree that this isn't an "added difficulty mod" overall.  For the points below, keep in mind I did next to zero additional grinding, as that was stated in the OP that the game was intended to not grind through.

Some good stuff:
1.  I like the unique flavors of some of the classes with how their skills are handled and changed up.
2.  The innate passives are an interesting touch and changes the way some of them are played.
3.  Removing/changing a lot of the overpowered abilities definitely makes you think of other strategies to finish some fights.
4.  Most of the equipment changes were good changes, though I feel the shield nerfs were unnecessary (except maybe the ultimate shields.)

Some bad stuff:
1.  Story fight scaling is fine if everything was still vanilla cost, but with the reduced/changed JP costs of some abilities, combined with the formula changes, it gets absurd very fast.  Level scaling is fine, but their gear should not be 1-2 tiers above what you have available.  With zero extensive grinding, around level 23ish, the knights at Lesalia had crystal equipment.  Such inflated HP totals that they almost literally just walked through everything I threw at them and proceeded to chop people for 80-90HP a swing while the monks sat back and spammed Aurablast or Shockwave.
2.  There isn't any consistency for the difficulty of the story fights.  My first point of contention was Dorter.  Already a fairly difficult fight in vanilla, this cranked it up to 15/10.  Having an archer with almost half the entire map as range (able to deal over 50% HP per attack), two black mages that instant cast -ra spells for 90-100% of your HP (I had my full HP knight one-shot killed several times), and a tanky knight that outclasses all of your gear just isn't fun.  Without excess grinding you don't have nearly enough available to match the enemy.  Every other story fight was a breeze up until the execution site.
3.  The execution site is where I adopted the "mass summoning until everything is dead" tactic because nothing else was working.  Gafgarion being able to move effectively across the map and deal 60-80HP with Night Sword is nuts.  Rangers are so fast that whatever Gafgarion didn't finish off, they could shoot across the map and finish off whatever he didn't before you even have a chance to recover.  Not to mention if the time mages woke up on the wrong side of the bed, instead of actually being a partial nuisance with haste/slow, they nuked everything below them with time/black magic.
4.  Magic and bows are overpowered.  I felt consistently much, much underpowered through the game because I just didn't have the HP totals to even remotely stand a chance against multiple mages or archers.
5.  I can understand why some of the nerfs were made to Agrias' skills but from what I saw, they were effectively a waste of a spot now, and you were better off just giving her magic instead.  Magic has better range, no vertical limits, does more damage, and hits more spaces with less restrictions than her sword skills.  She's nothing more than a generic 2.0 now.

There are probably a few other things I'm failing to remember, but that's most of my feedback for the mod.  What actually got me to stop was the dragoons in the monastery.  If I play the classes I want, they outspeed me and go stab people in the face for 90+ damage before I get a turn to move, while having almost 400 HP due to being in full crystal/platinum equipment.  If I try and build beefy characters or inflict status effects, it's back to relying on RNG to land the statuses while they're wailing on me for almost half my HP per hit.  I was back to either running way until they were sufficiently grouped and obliterated them with summons/magic or relying on RNG that everyone didn't get murdered before I could inflict them with enough status that I had a decent chance to live long enough to kill one of them.  It just lost its fun at that point.  If story scaling was removed, I think it would make it much more enjoyable to play through.

Thank you for your feedback. I do agree that it's a bit hard to balance magic with physical. It usually ended up being either too strong or too weak for most parts. When I first started playing FFT, I also found black mage being too powerful to deal with also.

However, if you are experienced player who can make use of positioning and CT properly, fighting with black mage is not actually hard with right tactics. I either use bait to tank black magicks or rush kill them before they can act. There's also a few options to recover HP and more abilities I added to disable magicks too.

Re-balancing doesn't necessary mean game won't be harder as player can't abuse cheat mechanics and enemies can fight more fairly against us with changes I made. To my understanding, difficulty mod is something like FFT 1.3 where it's guaranteed to get very hard with punishing level of content and unfair scaling, like over 10 extra levels for example. Mine has fair scaling and consider original being easy mode.

Still, I can see that this mod has been going through changes since first Valeria years back and new players who don't grow with older version may find some parts being too hard to adapt. Let's address the issues you kindly provided one by one here.

1. Leveling scaling is something that can never be balanced out. I considered making fixed gears for level scaling but that wil demerit rewards on Thief job to steal more powerful items from harder enemies for some players. I added Weaken ability on Orator to reduce level if you over grind unit so you can use that ability on Ramza and his allies if you struggle with gear gap.

Another possible solution is to limit level cap per chapter. I can setup level cap for each chapter with new ASM hack so player won't have level too high. However, this will remove over grind run for some players who want to prepare level 99 and start playing with max levels.

Personally I think level scaling won't be a big deal with Weaken ability implemented to delevel Ramza to reduce level gap between gears and you can recover with better gears to steal over time. You can find monsters in random battle and reduce Ramza level to reduce gear gap and steal their items to grow your party so you can handle enemies with higher tier items better. You can also poach strong items too.

2. Dorter fight is the first difficulty spike to test mettle of players. I never struggle with Dorter personally knowing what I can do with my party members. I have Throw Items to give potions and phoenix down, Shell ability to reduce magic damage and knight's abilities to silence or cancel magic casting. You can pair Rend action/magick with archer to cancel their action or magic ability easily too.

If you stick with brute force method like vanilla, it will hard to tackle black magicks which is significantly faster. You need to learn to expand your strategies and possibilities to overcome challenges. Or I need to nerf black magicks so new players can have fun. I guess re-balance on black magicks is needed for new player and I'll consider that for next patch.

3. Gaffgarion with level scaling can be fearsome indeed. But his hands are fixed with Blood Sword and Mythril Shield so he won't hit you too hard even if you over grind your team. The problem is extra HP from over grind but you should have strong magicks to nuke him too with high level. You can use mages to cast high tier spells to burst him fast. Have White Mage casting Holy, Black Mage casting Unholy.

Ramza and Time Mage can also use ability to give turn to knock down Gaffgarion faster. This fight will test your mettle about separating your units to deal different group of units effectively. Agrias also receive a lot of buff for HP/PA with innate Arcane Defense so she should be able to handle Archer by herself with always hit holy sword abilities. Enemies above can be dealt with magicks and support abilities to keep momentum to your side. It shouldn't be too hard even with level scaling.

4. As for archer being too powerful, I don't think so personally. You have the same weapon range and no damage increment on chapter 1 weapons. Only 1WP added for chapter 2-3 and 2WP added for chapter 4. There's no damage increment abilities. Only status infliction and one last skill Barrage to do 4 hit MA damage with high JP cost so enemy won't likely learn it.

It could be an issue from gear gap due to level scaling where archer uses stronger bow on your lower HP gears. I wonder if you spend time farming stuff for so long and didn't ever use Thief or recruit enemies to take their stronger gears with you. If you keep upgrading gears with Steal/Recruit from more powerful enemies while grinding, that should resolve your gear gap issues.

I can understand that black magicks can be OP in early chapters for new players but archer job itself is fine. It's more about level scaling issue where you over grind your party members but neglect to use steal and recruit to take better gears from enemies to adapt. Once you do that, your issue with level scaling will be resolved. I also tested this stealing Crystal Helm and stuff with weaker gears and use Archer + Rend to break OP stuff I can't steal safely. They will become paper after having gears stolen/shattered.

5. To be fair, Agrias actually received a lot of buff for herself. High innate PA/MA Growth with increased PA Multiplier added so she'll join with more PA/MA. Her HP Growth is also improved with HP Multiplier and can even tank magicks better with innate Arcane Defense. Her tankiness is increased to Orlandeau tier and her PA/MA is closer to his level.

Although her Holy Knight's abilities will have damage decreased. But it's only 1WP reduction for most abilities. Only Judgement Blade and Hallowed Bolt having 2WP reduced due to being too broken but I also increased vertical to scale like black magicks so it's more like re-balance to trade damage output for more reach. Agrias is actually buffed a lot. And keep in mind Magicks will have CT when her Holy Knight abilities can work instantly with no MP cost.

Sure if you want to build her with Magicks, she can be a fine mage also. Her MA Growth is quite high so you can level her up as Holy Knight a bit and switch to mage job or become magic knight is up to you. I also had a great time with Holy Knight/Iaido before and it worked pretty well.



With all things considered, the reason you stopped was actually from Dragoon with Crystal Helm/Platinum armor having high HP more than you can burn and outkill them reliably. It seems like your gameplay was ruined because you didn't adapt to level scaling properly. So I'll recommend 3 possible options for you to fix your play style.

1. Use Weaken on Ramza when level scaling hits you too hard
2. Use Steal abilities from Thief and Recruit from Orator to farm powerful gears from enemies
3. Use break abilities with Gun/Bow to break enemy's gears from distance

If you want to play this mod the way you want to, you can use weaken on Ramza and enjoy the game as you want it to be. Or you can try to learn how to adapt with level scaling better in future run. My version of level scaling is actually toned down a lot compared to other mods. Most high tier gears have HP/MP cap and nerf stats gained so difference won't be as big as others.

Still, people who came unprepared for level scaling will struggle hard like you. I hope you will enjoy Valeria better with my recommendations to progress better with level scaling. Maybe you can also consider using gears with speed bonus and use support abilities more which will help a lot.

I'm working on 2.5 update now and will consider your input to implement. For now here's my summary about possible changes I can implement on 2.5 based on your feedback.

1. Re-balance black magicks scaling (nerf tier 1-2 a bit so it won't be too OP perhaps)
2. Add level cap for each chapter (15/30/50/99) so player can't over grind beyond gears too much.
3. Increase success rate of Rend/Steal abilities to improve reliability of RNG a bit

Honestly I don't want to add level cap since it will make lv99 run impossible. I take that Summon and other magicks are fine right? Only Black Magicks that you find being too OP and nuke you too hard. I'll try to adapt new changes to be more friendly to new players so feel free to drop your feedback and I'll see what I can do.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: mosspimp on September 23, 2022, 03:13:57 pm
Hi i've been playing this mod and I'm currently having an issue unlocking Dark Knight on Orlandeau. I've gone through all the replies and from what i see the conclusion is that for Dark Knight, Orlandeau just needs to have lv8 black mage and knight (not mastered) and get 20 crystallization. I've gotten way more than 20 crystallizations but Dark Knight still has not been unlocked..

Please help :D
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on October 31, 2022, 06:49:30 pm
Quote from: mosspimp on September 23, 2022, 03:13:57 pmHi i've been playing this mod and I'm currently having an issue unlocking Dark Knight on Orlandeau. I've gone through all the replies and from what i see the conclusion is that for Dark Knight, Orlandeau just needs to have lv8 black mage and knight (not mastered) and get 20 crystallization. I've gotten way more than 20 crystallizations but Dark Knight still has not been unlocked..

Please help :D

Did you make 20 crystalization for that unit? It's not all combined but for each unit. You still need to master both Knight and Black Mage too. I wonder if I should remove these requirements and just leave both jobs to lv8.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: darun on November 15, 2022, 03:40:25 pm
after finish new tactic ogre  back to fft and start new run with mod,  and 1st thing i find pain is active group size, i forget how all small here.  so want to ask - is possible mod sameway active party size from 5 to 6-8, even with enemy hp boost or bonus enemys?
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Nyzer on November 15, 2022, 10:25:38 pm
No, not at all.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Kazu on November 17, 2022, 09:18:28 pm
Enjoying the mod so far. The added difficulty is fun and the overall rebalance feels fresh.

A few things

1. Flail/maces don't miss, is this the weapon's gimmick?
2. Any thoughts on making multiplayer items accessible outside of multiplayer? Would be cool.


Thanks for the wonderful mod.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on November 23, 2022, 09:28:47 am
Quote from: darun on November 15, 2022, 03:40:25 pmafter finish new tactic ogre  back to fft and start new run with mod,  and 1st thing i find pain is active group size, i forget how all small here.  so want to ask - is possible mod sameway active party size from 5 to 6-8, even with enemy hp boost or bonus enemys?

I don't think increasing party size is possible. Map design doesn't allow it.

Quote from: Kazu on November 17, 2022, 09:18:28 pmEnjoying the mod so far. The added difficulty is fun and the overall rebalance feels fresh.

A few things

1. Flail/maces don't miss, is this the weapon's gimmick?
2. Any thoughts on making multiplayer items accessible outside of multiplayer? Would be cool.


Thanks for the wonderful mod.

1. It has fixed damage with unavoidable mechanics yeah.
2. I considered it but most multiplayer items are too OP and bringing them back with nerf will defeat its purpose.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Xaneph on April 15, 2023, 01:57:22 am
You should 100% change the Dark Knight requirements, It's one of the primary reasons I'm always torn between this mod and the Lion War. You already nerfed the Dark Knight a SMIDGE too much so removing mastery and crystal req in favor of Lv8 Black Mage + Lv8 Knight is the right move in my humble opinion. I Love your mod so much though so my intention is not to criticize.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on September 15, 2023, 05:28:31 pm
Quote from: Xaneph on April 15, 2023, 01:57:22 amYou should 100% change the Dark Knight requirements, It's one of the primary reasons I'm always torn between this mod and the Lion War. You already nerfed the Dark Knight a SMIDGE too much so removing mastery and crystal req in favor of Lv8 Black Mage + Lv8 Knight is the right move in my humble opinion. I Love your mod so much though so my intention is not to criticize.

Those requirements will be removed in next mod. To be fair, it's more about re-balanced rather than massive nerf if you check stats.

[Dark Knight]
-Increase HP Multiplier (80 -> 100)
-Decrease PA Growth (40 -> 45)
-Decrease PA Multiplier (140 -> 120)
-Increase MA Growth (50 -> 48)
-Increase MA Multiplier (80 -> 100)
-Sanguine Sword/Infernal Strike can be learned without JP cost
-JP cost decreased for Abyssal Blade (1000 -> 600)
-JP cost decreased for Unholy Sacrifice (1200 -> 800)
-JP cost decreased for HP Boost (2000 -> 1200)
-Remove Vehemence/Move +3/Jump +3 movement abilities
-Add Vehemence as an innate ability

Dark Knight has more base HP, more MA growth and multiplier with decreased PA growth/multiplier.

You use 20% PA multiplier to buff 20% MA/HP multiplier with innate Vehemence. It's more about buffs actually for over all.

However, since you don't need ridiculous grinding, base PA won't scale much on this job. Most jobs won't get PA growth beyond 45 except Mime and Onion Knight (which won't level up through normal means)

So Dark Knight doesn't get nerfed hard but over all DPS is nerfed for better re-balance between offense and defense strategies.

I'm considering the idea about level limit across each chapter like 15/30/50/99 at the moment. I wonder if that's a good idea so people can grind job levels without being over leveled.
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Wernecksteiger on October 06, 2023, 02:20:03 am
are the multiplayer items accessible without playing multiplayer?
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: seejay2 on October 25, 2023, 03:20:38 am
Is it possible to do a side patch to get dawnblade earlier? Having Ramza have an ability like that really is the biggest thing hooking me to this game, but I wish I could get it earlier, like at least Chapter 3?
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Deadwing on November 23, 2023, 12:03:50 pm
So, gonna begin this post with some critique and considerations (which will probably result in you just calling me bad lol), but end on more positive notes!

I've only gotten to Chapter 4 in my play-through, and I didn't fully understand all of the changes that would affect my game-plan until after I'd already made progress, so that will colour my experience. That said, I feel like I want to restart my play-through because of level-scaling and the counter-intuitively high JP costs of abilities. Again, I could just be bad, but my conclusion from my experience is that, if I have specific advanced job combos i want to try, I have to meticulously decide on my entire party composition before I even start in order to acquire the abilities I need for my game-plan. I don't know FFT inside and out like some, so while I did do planning and theory-crafting to the best of my understanding, it wasn't perfect. Thus, I needed to correct for mistakes during my play-through, make some job changes as I learned more, and do a little bit of grinding to make those corrections. Unfortunately, it feels like the balance of certain encounters becomes much more difficult due to the level-scaling, resulting in my first play-through experience being a slog at times.

Again, part of this is likely because it took me a while to really understand all the changes, so part of my critique might be pointed towards how the design and balance information is formatted and presented, as I've even found some information missing from the OP. And again, I know mods like these are generally meant for people very familiar with the game. That said, I think a bit of room to make corrections in a play-through would be a nice QoL change, as having to use Orator's Weaken to help balance things is a pretty unsatisfying "fix" for the issue. [See edit at end of post; I understand this might be beyond you.]

From my experience it seems like the encounter scaling is based on your highest-level party member. Is that correct? I personally like the idea of level-scaling, and I'm assuming you don't have the ability to make particularly nuanced changes to how it works, so probably best to leave it as it is. Instead, reducing some JP costs would provide some room to adjust your game-plan as you go. On that note, is there some sort of technical reason why JP Boost has to be kept in the game? Wouldn't it be better, design-wise, to remove JP Boost and simply spend time determining proper balanced JP costs? It would allow the player to experiment more with Support skills, if you'd be willing to re-design and re-add some of the ones you removed. Allowing more options in the Support slot instead of being forced to use JP Boost I think is a great secondary argument to JP cost changes. Of course, that would take more effort on your end, and at the end of the day that's your call.

All that out of the way, I want to also be very clear that I love what you've done with the mod! I've had a lot of fun overall, and even after feeling like I want to restart my play-through...Well, I mean, I want to restart my play-through--I still want to play this mod! it's super cool and such a fresh take on the game. Kudos!

Okay, thanks for reading this wall of text! I might wait 'til 2.5, but one way or another I am definitely doing a second run of this mod. Great stuff!

EDIT: on my second play-through I had a similar experience in different ways and at different times, but I'm starting to think if you're modding for WotL that a lot of these hang-ups are unavoidable since you can only alter so much, and nothing as fundamental as enemy AI. I beat the game, and the difficulty peaks and valleys for certain battles were still there and still jarring. You can still run-over a lot of story battles by one-round nuking the single named unit who is the sole victory condition. Not as bad as Cid walking-up and one-tapping people, but still a bit anti-climactic.

On the note of Cid, it'd have been nice to not have to grind to unlock spells for him and Valmafra at that point if we want to use them, which works against one of the main points of the mod. Generally, with this in mind as well as my earlier points, I think I stand by the JP Boost/cost critiques. I don't mind a bit of grinding being needed at hard-to-balance points later in the game to help preserve some challenge instead of the walk-over a lot of Chapter 4 is in the vanilla game, but it feels very arbitrary and avoidable in a case like this.

On the flip side, again, some missions feel like they absolutely require the "solution" being just having to do that. Argath 2.0 is such a case, where the fight design as a whole is a giant difficulty spike unless you bee-line to Argath and one-round kill him before he can heal everything back. Otherwise it feels impossible. I tried many things with a "proper" well-rounded comp, but in the end had to actually grind a bit to achieve a one-dimensional team that could take him out in the first round. It's pretty disappointing that Tactics has some really cool battle scenarios that are largely undermined by rushed or short-sighted scenario balancing. This feels like a design failing on a more fundamental level, and from what I've learned of WotL modding versus PSX modding I don't know if you can do anything, so I understand your frustrations addressing critiques in this thread.

At the end of the day, though, it was still a refreshing experience that, "good" or "bad," threw me for a loop at certain points and made me think where I never had to. In the original game most of Chapter 4 was a breeze (outside of the Barich fight,) so it was nice to actually have a few more hang-ups this time around. Thank you for all the effort!
Title: Re: FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
Post by: Windows X on January 31, 2024, 09:52:09 am
Quote from: Wernecksteiger on October 06, 2023, 02:20:03 amare the multiplayer items accessible without playing multiplayer?

Due to limitations of items slot, it's not possible to import them without replacing existing items.

Quote from: seejay2 on October 25, 2023, 03:20:38 amIs it possible to do a side patch to get dawnblade earlier? Having Ramza have an ability like that really is the biggest thing hooking me to this game, but I wish I could get it earlier, like at least Chapter 3?

I considered it but Ramza getting unique ability early will ruin lore of the game. He however become stronger over time with improved stats and passive like geting Brawler buff on ch2-3 so you can use Martial Arts with Ramza better. Ramza's job is fixed on 2-3 as Mercenary so if he gets Dawnblade earlier, that'd be chapter 2 and that'd be too soon.

Quote from: Deadwing on November 23, 2023, 12:03:50 pmSo, gonna begin this post with some critique and considerations (which will probably result in you just calling me bad lol), but end on more positive notes!

I've only gotten to Chapter 4 in my play-through, and I didn't fully understand all of the changes that would affect my game-plan until after I'd already made progress, so that will colour my experience. That said, I feel like I want to restart my play-through because of level-scaling and the counter-intuitively high JP costs of abilities. Again, I could just be bad, but my conclusion from my experience is that, if I have specific advanced job combos i want to try, I have to meticulously decide on my entire party composition before I even start in order to acquire the abilities I need for my game-plan. I don't know FFT inside and out like some, so while I did do planning and theory-crafting to the best of my understanding, it wasn't perfect. Thus, I needed to correct for mistakes during my play-through, make some job changes as I learned more, and do a little bit of grinding to make those corrections. Unfortunately, it feels like the balance of certain encounters becomes much more difficult due to the level-scaling, resulting in my first play-through experience being a slog at times.

Again, part of this is likely because it took me a while to really understand all the changes, so part of my critique might be pointed towards how the design and balance information is formatted and presented, as I've even found some information missing from the OP. And again, I know mods like these are generally meant for people very familiar with the game. That said, I think a bit of room to make corrections in a play-through would be a nice QoL change, as having to use Orator's Weaken to help balance things is a pretty unsatisfying "fix" for the issue. [See edit at end of post; I understand this might be beyond you.]

From my experience it seems like the encounter scaling is based on your highest-level party member. Is that correct? I personally like the idea of level-scaling, and I'm assuming you don't have the ability to make particularly nuanced changes to how it works, so probably best to leave it as it is. Instead, reducing some JP costs would provide some room to adjust your game-plan as you go. On that note, is there some sort of technical reason why JP Boost has to be kept in the game? Wouldn't it be better, design-wise, to remove JP Boost and simply spend time determining proper balanced JP costs? It would allow the player to experiment more with Support skills, if you'd be willing to re-design and re-add some of the ones you removed. Allowing more options in the Support slot instead of being forced to use JP Boost I think is a great secondary argument to JP cost changes. Of course, that would take more effort on your end, and at the end of the day that's your call.

All that out of the way, I want to also be very clear that I love what you've done with the mod! I've had a lot of fun overall, and even after feeling like I want to restart my play-through...Well, I mean, I want to restart my play-through--I still want to play this mod! it's super cool and such a fresh take on the game. Kudos!

Okay, thanks for reading this wall of text! I might wait 'til 2.5, but one way or another I am definitely doing a second run of this mod. Great stuff!

EDIT: on my second play-through I had a similar experience in different ways and at different times, but I'm starting to think if you're modding for WotL that a lot of these hang-ups are unavoidable since you can only alter so much, and nothing as fundamental as enemy AI. I beat the game, and the difficulty peaks and valleys for certain battles were still there and still jarring. You can still run-over a lot of story battles by one-round nuking the single named unit who is the sole victory condition. Not as bad as Cid walking-up and one-tapping people, but still a bit anti-climactic.

On the note of Cid, it'd have been nice to not have to grind to unlock spells for him and Valmafra at that point if we want to use them, which works against one of the main points of the mod. Generally, with this in mind as well as my earlier points, I think I stand by the JP Boost/cost critiques. I don't mind a bit of grinding being needed at hard-to-balance points later in the game to help preserve some challenge instead of the walk-over a lot of Chapter 4 is in the vanilla game, but it feels very arbitrary and avoidable in a case like this.

On the flip side, again, some missions feel like they absolutely require the "solution" being just having to do that. Argath 2.0 is such a case, where the fight design as a whole is a giant difficulty spike unless you bee-line to Argath and one-round kill him before he can heal everything back. Otherwise it feels impossible. I tried many things with a "proper" well-rounded comp, but in the end had to actually grind a bit to achieve a one-dimensional team that could take him out in the first round. It's pretty disappointing that Tactics has some really cool battle scenarios that are largely undermined by rushed or short-sighted scenario balancing. This feels like a design failing on a more fundamental level, and from what I've learned of WotL modding versus PSX modding I don't know if you can do anything, so I understand your frustrations addressing critiques in this thread.

At the end of the day, though, it was still a refreshing experience that, "good" or "bad," threw me for a loop at certain points and made me think where I never had to. In the original game most of Chapter 4 was a breeze (outside of the Barich fight,) so it was nice to actually have a few more hang-ups this time around. Thank you for all the effort!

Thank you for your feedback. It looks like level scaling will ruin gameplay experience for people grinding jobs earlier rather than planning for progression with no grind run. I will consider workaround for this. Maybe I can apply level limit for each chapter so people can grind without overleveling for too much. Will that work?

As for level scaling's reference, it's based on Ramza's level so you only need to weaken Ramza's level to adjust difficulty. JP Boost is meant to be early progression bonus until you get stable build of that unit. I usually stop using JP boost after getting core abilities like Equip Shield or Equip Heavy Armor for example.

I'm working on 2.5 update right now to iron out some reported cases and look for viable solutions. You may consider replaying after I finish 2.5 and release it. I've finished magic re-balance now and testing to consider reported cases including yours at the moment. :)

Regards,
Keetakawee